OPTIONAL CRITICAL HIT/MISS TABLES --------------------------------- CRITICAL HIT TABLE(if a natural 20 is rolled to-hit) 1. Double damage 2. Get an extra attack this round 3. Opponent's weapon pinned. +2 to next attack roll. Opponent loses next attack. 4. Opponent disarmed (weapon knocked out of melee range, 1 round to retrieve). 5. Opponent knocked off balance. Next attack from opponent is -2 to hit. 6. Opponent immobilized for round (no movement) 7. Opponent stunned for 1 round (+2 to-hit and no return attack). 8. Knock down (+2 to hit and lose one attack). 9. Knock back (opponent knocked out of melee range). 10. Opponent's weapon saves versus crushing blow or is destroyed 11. Opponent and another nearby enemy both hit by attack. Roll damage for each. 12. Opponent thrown into another nearby enemy. Both stunned for 1 round (+2 to hit and no return attack). CRITICAL MISS TABLE(if a natural 1 is rolled to-hit) 1. Drop weapon. Spend next round picking it up. 2. Overreach. -2 to defense against opponent's next attack 3. Weapon stuck in shield/wall/tree etc. STR roll to remove. Lose attacks while removing it. 4. Weapon is pinned. Lose next attack. 5. Off balance. Next attack is at -2 to-hit. 6. Attacker immobilized for round, no movement 7. Attacker collides with target and falls prone. 8. Trip/Slip. -2 to defense against opponent's next attack. Lose next attack. 9. Attacker falls out of melee range 10. Weapon must roll save versus crushing blow or be destroyed. 11. Hit unintended target. Roll for whom and roll for damage. 12. Unwanted attention. Another enemy gets a free attack against you this round.