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Critical Hits

Standard Critical Rolls

Any attack that involves a to hit roll and inflicts HP damage has to potential to Critically hit. On the roll of a natural 20, the attacker then rolls to confirm the Critical hit. They roll the attack again at all the same bonuses, if it hits they Confirm the Critical Hit. There are two options when determining what a critical hit does and you may choose one of them upon confirming…

  • Double Damage: You roll any damage dice twice as well as double any bonus added to the roll (from strength for example). All enchantment bonuses are also doubled in this.
  • Go to Wounds: Instead of doubling damage you may inflict normal damage, but it goes straight to to Wounds.

Critical Range and Multiplier

Some weapons have a higher chance to score a critical hit, represented by the Critical Range of a weapon. If a weapon as a critical Range of 19-20, this means it can score a critical on the natural roll of a 19 or 20. No attack can ever have a critical range lower then 15.

In addition most weapons will have a critical multiplier listed next to the Critical Range. the standard is x2, which means they use the rolls presented above. However for weapons with x3 and x4, use the below rules.

x3 Multiplier
  • Triple Damage: You roll any damage dice three times as well as triple any bonus added to the roll (from strength for example). All enchantment bonuses are also tripled in this.
  • Go to Wounds: Instead of tripling damage you may double inflict normal damage (like base critical hit rules), but it goes straight to to Wounds.
x4 Multiplier
  • Quadruple Damage: You roll any damage dice four times as well as quadruple any bonus added to the roll (from strength for example). All enchantment bonuses are also quadruple in this.
  • Go to Wounds: Instead of quadrupling damage you may triple inflict normal damage (like base x3 rules above), but it goes straight to to Wounds.