Difference between revisions of "Critical Hits & Fumbles"

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[[File:Critical Hit.jpg|right|490px]]
 
When rolling a d20 [[Roll to Hit|to hit]], [[Natural Die Results|natural]] results of "1," "2" and "20" will cause '''fumbles''', '''friendly fire''' and '''critical hits'''.  The effects of these are collected below.
 
When rolling a d20 [[Roll to Hit|to hit]], [[Natural Die Results|natural]] results of "1," "2" and "20" will cause '''fumbles''', '''friendly fire''' and '''critical hits'''.  The effects of these are collected below.
  
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On rolling a natural 20, the combatant has achieved a '''critical hit'''; this will increase the [[Damage (hit points)|damage]] normally caused.  As it stands, the hit will cause double-damage; however, the combatant is allowed to roll a d20 again, and if another 20 is rolled, the damage will be tripled. The d20 is rolled again, and if a third natural 20 is rolled, the damage is quadrupled. This process continues, increasing the damage upwards until the combatant fails to roll a natural 20.  Rolls of 1 to 18 are ignored in this process.
 
On rolling a natural 20, the combatant has achieved a '''critical hit'''; this will increase the [[Damage (hit points)|damage]] normally caused.  As it stands, the hit will cause double-damage; however, the combatant is allowed to roll a d20 again, and if another 20 is rolled, the damage will be tripled. The d20 is rolled again, and if a third natural 20 is rolled, the damage is quadrupled. This process continues, increasing the damage upwards until the combatant fails to roll a natural 20.  Rolls of 1 to 18 are ignored in this process.
  
In this procedure, if a natural "19" is rolled following a natural 20, and the target is not wearing a [[Helmet (armour)|helmet]] or other head covering, then the damage is increased as though another natural 20 is rolled, but the d20 is not rolled again. The combatant rolls damage, adjusts it normally for [[Strength (ability stat)|strength]] bonuses, [[Magic Items|magic]] and other modifiers, and then multiplies this damage by 2, 3 or more, as indicated.
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In this procedure, if a natural "19" is rolled following a natural 20, and the target is not wearing a [[Helmet (armour)|helmet]] or other head covering, then the damage is increased as though another natural 20 is rolled, but the d20 is not rolled again. The combatant rolls damage, adjusts it normally for [[Strength (ability stat)|strength]] bonuses, [[Magic Item|magic]] and other modifiers, and then multiplies this damage by 2, 3 or more, as indicated.
  
For example, Erdowan swings with a [[Long Sword|long sword]] at a [[Hippogriff|hippogriff]] and rolls a natural 20.  He picks up the d20 again and rolls, obtaining a 19.  As the hippogriff has no special protective head covering, Erdowan's hit causes triple damage on his sword.  He does not reroll the d20.  Erdowan rolls a 4 on a d8 for damage. He has a 16 strength and a +1 long sword, so he adds these to his total (6 damage), which he triples for a total of 18 damage. From this damage, the hippogriff suffers a [[Wounds|wound]] and an [[Injuries|injury point]].
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For example, Erdowan swings with a [[Long Sword (weapon)|long sword]] at a [[Hippogriff|hippogriff]] and rolls a natural 20.  He picks up the d20 again and rolls, obtaining a 19.  As the hippogriff has no special protective head covering, Erdowan's hit causes triple damage on his sword.  He does not reroll the d20.  Erdowan rolls a 4 on a d8 for damage. He has a 16 strength and a +1 long sword, so he adds these to his total (6 damage), which he triples for a total of 18 damage. From this damage, the hippogriff suffers a [[Wounds|wound]] and an [[Injury|injury point]].
  
 
'''Exception''': for a hit to be considered potentially critical, the natural 20 must have a ''modified'' result that is at least 2 points higher than the character needs to hit the target.  For example, Faye is a 1st level [[Cleric (class)|cleric]] who needs a modified 20 to hit Gareth, who has an [[Armour Class|armour class]] (AC) of 0.  Faye has no modifiers to hit, so that when she hits AC 0, it fails to meet the criteria of a critical hit.  Faye therefore causes normal damage.
 
'''Exception''': for a hit to be considered potentially critical, the natural 20 must have a ''modified'' result that is at least 2 points higher than the character needs to hit the target.  For example, Faye is a 1st level [[Cleric (class)|cleric]] who needs a modified 20 to hit Gareth, who has an [[Armour Class|armour class]] (AC) of 0.  Faye has no modifiers to hit, so that when she hits AC 0, it fails to meet the criteria of a critical hit.  Faye therefore causes normal damage.
  
 
== Friendly Fire ==
 
== Friendly Fire ==
When an attacker is firing or hurling a [[Weapons List#Missile Ranges|weapon]], and there is a friendly ally that is within 30° to the right or left of the target, then on a natural 2, then a hit is applied to the attacker's ally.  This hit is automatic.  The attacker rolls damage and this is applied to the ally, who is subject to normal results accruing from hits.  
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When an attacker is firing or hurling a [[Missile Weapons|weapon]], and there is a friendly ally that is within an arc of fire of '''30° to the right or left''' of the target, then on a natural 2, then a '''friendly fire''' hit is applied to the attacker's ally.  This hit is automatic and is not affect by the ally's armour class.  The attacker rolls damage and this is applied to the ally, who is subject to normal results accruing from hits.  
  
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If there is no ally within the arc of fire as indicated, or if the ally is 8 [[Combat Hex|hexes]] or more beyond the original target, then the  friendly fire rule is not applied.  Likewise, if the natural 2 would be a successful hit against the enemy target, then the friendly fire rule is not applied.
  
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Awarded [[Experience (X.P.)|experience]] is unchanged for the attacker or the target, despite the relationship between the two.
  
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'''Exception''': bonuses gained from [[Chant (spell)|chant]], [[Prayer (spell)|prayer]] or [[Martial Spirit|martial spirit]] is not applied to friendly fire damage.
  
Friendly fire can only occur if there is an associate that is, first, either 15º to the left or right of the target; and second, no more than 7 hexes beyond the target. This means that a friendly fire can occur if the associate is nearer to the attacker, regardless of distance.
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== Friendly Hits ==
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Though not technically "fire," when using weapons that require a lot of space, specifically limited to [[Maul (weapon)|mauls]], [[Flail (weapon)|flails]], [[Morning Star (weapon)|morning stars]], [[Pole Arm (weapon)|pole arms]], [[Quarterstaff (weapon)|quarterstaves]], [[Spear (weapon)|spears]], [[Two-handed Sword (weapon)|two-handed swords]] and [[Trident (weapon)|tridents]], then combatants are able to cause '''friendly hits''' to allies in adjacent hexes when a natural 2 is rolled.  If more than one ally may be potentially hit, then a random roll is made to determine which one.
  
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Friendly hits may be suspended if the character possesses the [[Disciplined Swing (sage ability)|disciplined swing]] sage ability.
  
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== Fumbles ==
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[[File:Dropped_Weapon_Location.png|right|210px]]
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==== Dropping ====
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On rolling a natural 1, the combatant has performed a '''fumble'''.  This will mean that the combatant has dropped their weapon.  Where the weapon falls must be determined.  The combatant rolls a d8 and addresses the table shown.  A roll of 1-2 indicates that the weapon has fallen at the feet of the owner and can therefore be scooped up again the following round (provided that the owner is then not driven off that hex by an opponent's attack). Rolls of 3 to 8 will indicate that the weapon has landed in a hex adjacent to the owner's hex: left, right or above, as shown on the right-hand figure.
  
If no associate conforms to these location rules, then friendly fire has not occurred and the natural 2 is ignored.
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If this hex is occupied by an associate, then the weapon can be "kicked" back to its owner; otherwise, the owner must enter the indicated hex to retrieve the weapon. Of course, the owner can always draw another weapon, leaving the dropped weapon to be gotten later; an enemy can also retrieve the weapon if they wish.
  
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[[File:Natural 1.jpg|left|210px]]
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If the hex indicated is occupied by a solid object (a building or stone wall, for example), then the weapon is presumed to have rebounded into the owner's hex. If the hex indicated is an empty space, such as a well, the edge of a [[Cliff|cliff]], a pool of water, a river or such like, then the weapon will fall and perhaps be difficult or even impossible to retrieve.  In such cases, the DM must judge how to best handle retrieval attempts.
  
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'''Thrown weapons''' that land or bounce against hard surfaces must also roll to see if they break.  If a thrown weapon indicates a successful hit, a break check is not made and the weapon is presumed to be unbroken.
  
Note that armor class has absolutely no relevance where determining if friendly fire has occurred.
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==== Breaking ====
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If the drop occurs on a metal, stone or tiled surface, or in an urban environment where the weapon may have come into contact with a nearby pillar or wall, then the combatant must roll to determine if the weapon breaks.  The chance of a weapon breaking is obtained from the [[Weapons List|weapons list]] page.  A "1" on the appropriate die indicates that the weapon has broken and is therefore useless.  Weapons that fall on dirt, wood or other soft surfaces need not roll to see if they break.
  
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If the weapon is magical, then two dice of the type indicated for the weapon are both rolled, and ''both'' must turn up as 1s in order for the magical weapon to break.  For example, if an ordinary short sword is dropped, the combatant rolls a d6 and on a 1, the weapon will break (1 in 6).  If the short sword is magical in nature, the character rolls 2d6, and will need to roll snake eyes for a negative effect to result.  If the magical sword has a bonus of +1, then the sword will break and the magic will be permanently lost.  However, if the magical sword has a bonus of +2, the sword does ''not'' break — but it is downgraded in power to +1.  If the magical sword were normally +1, +4 vs. reptiles, then the sword would lose 1 point to both forms of attack, so that it would remain a magical sword (without a bonus) to most enemies, and would have a +3 bonus against reptiles.
  
  
Damage done from friendly fire equals the normal amount of damage that would accrue from the missile attack, plus any bonuses to that damage. However, in the case of prayer, chant or martial music, both the attacker and the defender receive equal benefits; so no damage from friendly fire is increased or decreased from those effects.
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See Also,<br>
 
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[[Attacking in Combat]]<br>
 
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[[Using Found Objects as Weapons]]<br>
 
 
Note that some weapons require a lot of space in order for them to be used, such as mauls, two handed swords, flails, morning stars and pole arms. If used in tight quarters, where the ceiling is less than 8 feet in height or the space of the room is hampered with furniture or other clutter, then a combatant using these weapons can also cause 'friendly hits' with a natural 2. In such cases, normal damage is done to a random adjacent opponent - if one exists.
 
 
 
 
 
 
 
Fumbles
 
If an attacking combatant rolls a natural 1 on the attack die, then a number of effects are considered to occur associated with the combatant 'fumbling' their weapon.
 
 
 
 
 
 
 
First and foremost, the weapon is dropped. If this occurs on a stone surface or a tiled floor, then the combatant must roll to see if the weapon breaks. Different weapons break according to different die rolls.  If a '1' is rolled in determining the break, then the weapons is considered broken and can no longer be used. Weapons that fall on dirt, wood or other soft surfaces do not need to roll to break.
 
 
 
 
 
 
 
If the weapon is magical, then two dice of the type indicated by the weapon should be rolled. For example, a short sword breaks on a 1 in 6; a magical short sword should then roll 2d6. If a '1' occurs on both dice (snake eyes) then the magical weapon is downgraded by 1 degree of magical bonus or possibly broken. If snake eyes were rolled on a +1 short sword, then the sword would break and the magic would be permanently lost. If snake eyes were rolled on a +2 short sword, then the bonus would be reduced to +1 and the sword would remain whole and usable. If the sword in question were +1, +4 vs. reptiles, then the short sword would no longer provide a bonus against anything but reptiles and the bonus against reptiles would now equal +3; otherwise, the short sword would continue to remain whole and usable.
 
 
 
 
 
 
 
 
 
 
 
After it is determined if the weapon breaks, the location of the weapon must be determined. This is done with a d8. A roll of 1-2 will indicate that the weapon has fallen at the feet of the owner and can therefore be scooped up again the following round (provided that the owner is then not driven off that hex by an opponent's attack). Rolls of 3 to 8 will indicate that the weapon has landed in a hex adjacent to the owner's hex: left, right or above, as shown on the right-hand figure. If the hex is occupied by an associate, then the weapon can be 'kicked' back to its owner; otherwise, the owner must enter the other hex to retrieve it. Of course, the owner can choose to draw another weapon and leave the dropped weapon on the floor.
 
 
 
 
 
 
 
If the hex where the weapon is determined to fall into is occupied by a solid object (a building or stone wall, for example), then presume the weapon has rebounded back into the owner's hex. The hex where the weapon is determined to fall may be unusual, such as open air next to a cliff, water, swamp or other surface that makes the weapon difficult to retrieve. The DM should then judge best how to handle the location or possible loss of the weapon (off a ship into the ocean, into a crevice of unknown depth, into a mud pool where the weapon can't be seen but must be felt for and so on). Whether the combatant can find the weapon or not in these situations must be determined according to the situation.
 
 
 
 
 
 
 
Special Note regarding Thrown Weapons: If a weapon is thrown across a surface that is either stone or hard tile, then the weapon should be treated as a 'fumble' if the attack fails to succeed. A failed attack assumes the weapon has hit the stone/tile surface and must then roll to see if it breaks. A successful hit indicates that the weapon has deflected off the enemy and is therefore presumed to be unbroken.
 
 
 
 
 
 
 
See Also,
 
 
 
Attacking in Combat
 
 
 
Using Found Objects as Weapons
 

Revision as of 05:03, 23 May 2022

Critical Hit.jpg

When rolling a d20 to hit, natural results of "1," "2" and "20" will cause fumbles, friendly fire and critical hits. The effects of these are collected below.

Critical Hits

On rolling a natural 20, the combatant has achieved a critical hit; this will increase the damage normally caused. As it stands, the hit will cause double-damage; however, the combatant is allowed to roll a d20 again, and if another 20 is rolled, the damage will be tripled. The d20 is rolled again, and if a third natural 20 is rolled, the damage is quadrupled. This process continues, increasing the damage upwards until the combatant fails to roll a natural 20. Rolls of 1 to 18 are ignored in this process.

In this procedure, if a natural "19" is rolled following a natural 20, and the target is not wearing a helmet or other head covering, then the damage is increased as though another natural 20 is rolled, but the d20 is not rolled again. The combatant rolls damage, adjusts it normally for strength bonuses, magic and other modifiers, and then multiplies this damage by 2, 3 or more, as indicated.

For example, Erdowan swings with a long sword at a hippogriff and rolls a natural 20. He picks up the d20 again and rolls, obtaining a 19. As the hippogriff has no special protective head covering, Erdowan's hit causes triple damage on his sword. He does not reroll the d20. Erdowan rolls a 4 on a d8 for damage. He has a 16 strength and a +1 long sword, so he adds these to his total (6 damage), which he triples for a total of 18 damage. From this damage, the hippogriff suffers a wound and an injury point.

Exception: for a hit to be considered potentially critical, the natural 20 must have a modified result that is at least 2 points higher than the character needs to hit the target. For example, Faye is a 1st level cleric who needs a modified 20 to hit Gareth, who has an armour class (AC) of 0. Faye has no modifiers to hit, so that when she hits AC 0, it fails to meet the criteria of a critical hit. Faye therefore causes normal damage.

Friendly Fire

When an attacker is firing or hurling a weapon, and there is a friendly ally that is within an arc of fire of 30° to the right or left of the target, then on a natural 2, then a friendly fire hit is applied to the attacker's ally. This hit is automatic and is not affect by the ally's armour class. The attacker rolls damage and this is applied to the ally, who is subject to normal results accruing from hits.

If there is no ally within the arc of fire as indicated, or if the ally is 8 hexes or more beyond the original target, then the friendly fire rule is not applied. Likewise, if the natural 2 would be a successful hit against the enemy target, then the friendly fire rule is not applied.

Awarded experience is unchanged for the attacker or the target, despite the relationship between the two.

Exception: bonuses gained from chant, prayer or martial spirit is not applied to friendly fire damage.

Friendly Hits

Though not technically "fire," when using weapons that require a lot of space, specifically limited to mauls, flails, morning stars, pole arms, quarterstaves, spears, two-handed swords and tridents, then combatants are able to cause friendly hits to allies in adjacent hexes when a natural 2 is rolled. If more than one ally may be potentially hit, then a random roll is made to determine which one.

Friendly hits may be suspended if the character possesses the disciplined swing sage ability.

Fumbles

Dropped Weapon Location.png

Dropping

On rolling a natural 1, the combatant has performed a fumble. This will mean that the combatant has dropped their weapon. Where the weapon falls must be determined. The combatant rolls a d8 and addresses the table shown. A roll of 1-2 indicates that the weapon has fallen at the feet of the owner and can therefore be scooped up again the following round (provided that the owner is then not driven off that hex by an opponent's attack). Rolls of 3 to 8 will indicate that the weapon has landed in a hex adjacent to the owner's hex: left, right or above, as shown on the right-hand figure.

If this hex is occupied by an associate, then the weapon can be "kicked" back to its owner; otherwise, the owner must enter the indicated hex to retrieve the weapon. Of course, the owner can always draw another weapon, leaving the dropped weapon to be gotten later; an enemy can also retrieve the weapon if they wish.

Natural 1.jpg

If the hex indicated is occupied by a solid object (a building or stone wall, for example), then the weapon is presumed to have rebounded into the owner's hex. If the hex indicated is an empty space, such as a well, the edge of a cliff, a pool of water, a river or such like, then the weapon will fall and perhaps be difficult or even impossible to retrieve. In such cases, the DM must judge how to best handle retrieval attempts.

Thrown weapons that land or bounce against hard surfaces must also roll to see if they break. If a thrown weapon indicates a successful hit, a break check is not made and the weapon is presumed to be unbroken.

Breaking

If the drop occurs on a metal, stone or tiled surface, or in an urban environment where the weapon may have come into contact with a nearby pillar or wall, then the combatant must roll to determine if the weapon breaks. The chance of a weapon breaking is obtained from the weapons list page. A "1" on the appropriate die indicates that the weapon has broken and is therefore useless. Weapons that fall on dirt, wood or other soft surfaces need not roll to see if they break.

If the weapon is magical, then two dice of the type indicated for the weapon are both rolled, and both must turn up as 1s in order for the magical weapon to break. For example, if an ordinary short sword is dropped, the combatant rolls a d6 and on a 1, the weapon will break (1 in 6). If the short sword is magical in nature, the character rolls 2d6, and will need to roll snake eyes for a negative effect to result. If the magical sword has a bonus of +1, then the sword will break and the magic will be permanently lost. However, if the magical sword has a bonus of +2, the sword does not break — but it is downgraded in power to +1. If the magical sword were normally +1, +4 vs. reptiles, then the sword would lose 1 point to both forms of attack, so that it would remain a magical sword (without a bonus) to most enemies, and would have a +3 bonus against reptiles.


See Also,
Attacking in Combat
Using Found Objects as Weapons