Critical Miss Chart for Melee Attacks
(Created & Submitted by Adam)
The battlefield is a cluttered and dangerous place without a hundred things trying to kill a character. Even the best character can have a bad day and in D&D that happens on a roll of 1. Not every time will the worst come to pass however when it does it is good to have a quick chart to help.
I have done my best in the expanded descriptions to include 3rd edition D&D into the system. The DM is free to change anything if they wish.
In all D&D games critical misses are caused by a one. When this happens the DM if he wishes can give the players a chance to avoid a critical miss with a saving throw v. Death Magic, if it fails they roll an "additional" 1-20 and you reference the critical miss chart.
In 3rd edition the method for avoiding a critical miss is a little different. If the DM wishes to give a chance to avoid the critical miss they can roll a Reflex or Fortitude Save. DMs choice. The armor penalty applies to this roll as a special case. If the save fails have the player roll 1d20 and the DM references the chart.
This chart is for melee weapons only a separate chart is designed for missile weapons.
If an effect seems unlikely or if it cannot happen, such as hitting a friend when none are present use common sense some of these possibilities are noted in the descriptions.
This chart is fun to use and helps to make a game more fun as players begin to dread a natural one. I used the saving throws to avoid the effect because of the natural experience of higher level characters give them a better chance to not fall victim, but even the best has a bad day.
| Quick reference chart. |
| 1) DMG self w/STR+skill always drop WPN, & falls |
| 2) Roll DMG w/STR+skill to self 1d6 (1-3 drop WPN, 4-5 fall, 6 both) |
| 3) Roll ½ DMG to self 1d6 (1-2 NA, 3-4 drop WPN, 5-6 fall) |
| 4) Att. RDM friend roll to hit+STR, or throw at -4 to hit ½ DMG if non-throw |
| 5) Hands numb 1-3 rds. All att rolls -4 (disarm +4 against), no spells W/somatic. |
| 6) Falls 1d6 subdual DMG |
| 7) Throw WPN RDM dir. Attacks first w/in 15f in that dir. Roll natural1-20 no mods. |
| 8) Lose 5ft back, no SHLD, DEX, until next att/int. |
| 9) Lose all DEX, & Skills bonus to AC until next att/int. |
| 10) No special |
| 11) Use roll as att+skill+STR, no DEX+skill to AC next att./int. |
| 12) Use roll as Grapple Attack+skill+STR |
| 13) Use roll as Bull Rush, (hit mvs. target back 5ft DMG 1-2 subdual+STR AD&D only) |
| 14) Throw WPN RDM dir. Attacks first w/in 15f in that dir. Roll natural1-20 no mods |
| 15) Falls into own square, prone until next att/int |
| 16) Use roll at (target+RDM adjacent)+skill+STR, DMG ½ both. 3rd ed. use cleave rule. |
| 17) Use roll RDM(adjacent enemy other than target)+STR |
| 18) Use roll+STR always falls |
| 19) Use roll+STR, full DMG, weapon may break or get stuck. |
| 20) Full DMG, weapon may break or get stuck, see full description |
1.)Self mutilation:
Full damage with STR and skill to self, weapon dropped and falls. This is a freak accident, and should be explained. Examples, Dropped weapon trips and falls on the sword. Hits a large beam overhead which falls and clubs character on the head for the mentioned damage character falls and looses weapon.2)Pride Killer:
Roll damage to self with STR and skill bonus roll. Then roll 1d6 (1,2,3:drops the weapon) (4-5: Falls) (6: Both). Like the last try to explain how this happened, sometimes a freak occurrence will cause the damage not the weapon itself. Example. Rognar swings a the first goblin killing him easily 15 points of damage (Battleaxe 1-8+7). Then he rolls to attack another one and get a (1), he fails his save (with a 3), the DM secretly rolls a (2) for the crit chart. The DM then explains what happened Rognar had not noticed when he killed the goblin it was carrying a bottle of Greek fire and it explodes for (1d8+7) or (10) damage to Rognar.3.)Vanity loss:
Roll ½ damage to self, no STR, Skill. Then roll 1d6 (1-2 nothing) (3-4 drop weapon) (5-6 Fall). This is exactly like Self mutilation and Pride killed, just less damage.4.)Fratricide:
Roll a new attack roll 1d20 + STR no skill, at a random friend in melee reach, including spaces normally not allowed to attack. If no friendly targets are within reach, then the character throws the weapon at a random friendly target. Weapons not designed to be thrown do ½ damage, melee damage is weapon damage +STR.. If the weapon is not designed to be thrown there is also a 50% chance the hit will cause only subdual damage.5.)Ringer:
The weapon smashes into something hard in just the right way to cause vibration that numbed the hands for 1d3 rounds. All weapon attacks are at -4 and disarm attempts get a +4 against the character.6.)Two Left Feet:
Falls and causes 1d6 subdual damage.7.) Greased Fingers:
Throws weapon in a random direction (use grenade chart) uses a base 1d20 and attack at the nearest target in that direction with no modifiers. If the weapon was not designed to be thrown apply a -4 to the attack and it causes ½ damage with a 50% chance for subdual damage.8.) Loose ground:
The press of melee staggers you back with a loss of shield and dexterity. This could be the result of an attack, caused by a very poor attack, or just a surge in the crowd. In every case the player looses ground (about 5ft). unless there is nowhere to go back. A special save can be use if moving back would result in a fall, say over a cliff. In this special case a save v. Death magic (AD&D) or Reflex (3rd ed.) would allow the character to fall to the ground instead. No matter what the character looses the use of his or her shield, dexterity, and skill bonus until their next initiative, or action. In 3rd ed. this would be call "flat footed and disoriented" characters who have feats or class skills that effect being flat footed can use them. However loosing the shield and skill bonus is caused by being "disoriented" and cannot be changed.9.) Overbalanced:
The character attacks so poorly they loose balance and in order to correct it leaves them an easy target. The character looses all DEX, all skill, and feat, & shield bonus to AC, they are totally flat footed and disoriented until their next turn. Again in 3rd ed. a class skill that has an effect on someone flat footed comes into effect.10.) Bad Form:
In every single Critical Miss unless specifically noted otherwise all further attacks are lost. If the player rolls all of the attacks at once then all of the attacks are lost when they roll a one. Otherwise the attacks stop when the one is rolled unless noted otherwise on the chart. Bad form has no other effect.11.) Overextended:
Use this roll with full skill and strength bonus for attack, character is left flat footed until next initiative/turn. All attacks against the character until the next turn/initiative are without DEX, skill, feat, and shield bonus to AC. Being caught overextended can also be attributed to the ability of the opponent if applicable always be creative.12.) Accidental Grapple:
The Character accidentally trys to grapple their target. If this is impossible say it is a jelly, they fall. This causes all penalties associated with a grapple move. The target gets to make an attack of opportunity in 3rd edition DMs discretion in AD&D. All bonuses to wrestling and grappling apply. In the unusual chance this was the intended type of attacks then the damage is subdual damage. In all other cases the damage is permanent.13.) Bull Rush:
Bull Rush is in the 3rd edition, the attack turns into an unintended Bull Rush, provoking an attack of opportunity. The +2 charge bonus is only applied if the character ran up to the target. For AD&D if the Bull rush succeeds, move target back five feet, 1-2 subdual DMG+STR. 3rd edition can use the rules provided by the book.14.) Greased Fingers:
Same as pervious greased fingers15.) Short Trip:
Falls forward to the ground, the character falls into own square. All rules for prone characters apply until the character is able to stand.16.) Multiple Hit:
Two targets can be hit by this attack, the intended target plus a secondary target in melee. Roll randomly include all adjacent squares even those no attacks is normally allowed. In 3rd edition the character gets the CLEAVE feat by accident, the second target is rolled randomly use all adjacent squares including those not normally allowed. All normal rules for the cleave feet apply17.) Wrong One:
Randomly choose an enemy instead of the intended enemy. Add only strength to the attack.18.) Lucky Fall:
Attacker Falls forward swinging way too hard.19.) Overkill:
This is a brutal blow, If a 19 plus STR without skill hits apply full weapon damage, plus STR and all additional modifiers to damage. All extra damage is applied to the weapon. In AD&D roll v. crushing blow reduce the roll by the number of extra HP not needed to kill the creature. In 3rd edition add all the extra HP to the weapon directly. If it is enough to break the weapon it does.20.) Brutality X2:
Weapon hits automatically. This blow is so massive the weapon does max damage multiplied by the critical hit bonus. In AD&D this is a max damage X2. However, all extra damage not needed to kill the target is transferred to the weapon. In AD&D this is a negative to the Crushing blow save, and in 3rd it is applied directly to the weapon. If the blow did not do enough damage to kill the creature the weapon is stuck in the creature. In AD&D to remove the weapon it requires a Bend Bars lift gates. In 3rd edition a STR check is required with a DC equal to the amount of damage caused. A special note applies to attacks that are just enough to kill a creature but the DM feels an attack would get stuck and not break the weapon feel free to do either. My simple rule for this. If the attack brings the creature to below -10 then the weapon is damaged, if however it is -9 or higher then the weapon is struck by the amount of damage. In either case the damage up to -10 still counts. When a weapon hits the ground everything after 0 counts, and when a weapon gets stuck everything to -9 also counts.Special notes:
Some weapons may not be able to break, like a lasso. However a lasso or net would get tangled instead. A lasso that caused a cleave attack would instead of hitting two in after the other is would instead get two with the first attack. A weapon tied to the wrist with a leather strap will not fly away, or attack anyone. However if the DM wished she can roll to see if the strap breaks. Magical bonuses always apply to any attack or damage rolls including the ones here. Remember no matter what happens give it a dark twist if possible a natural one should be dreaded at all costs.
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