Cirts and fumbles (going to be a long one)
I have a feeling this will be a long one... Just a warning.
Critical hit tables. My game of Choice is Warhammer and Crit tables have always played a big part of that game and my running that game. I used to have the 1st edition ones memorized \"and by chance one of the bone fragments has severed a major artery. Death from shock and blood loss is almost instantaneous\". I also used them in Merp/Rolemaster as they were a major part of the game. Merp/RM I also used the fumble tables.
I used them in a few other games as well, the R.Talsorian games (Mekton, Cyberpunk) I had a table for both crits and fumbles. When I was younger and still in school I would make up charts in class (bad me) and use them for whatever game I was running. Over the years I have written more then a few systems and these always included a crit/fumb system and most had associated charts.
If find most of the time now though that I use them if they are included in the game and don\'t if they aren\'t. So for example I currently run 2nd ed Warhammer and Feng Shui. Warhammer uses the charts, Feng Shui didn\'t have any and I didn\'t make any so I don\'t use them.
Now on the topic of Crits. I would like to bring up Feng Shui again. This system has got to have the best system for crits and fumbles I have seen to date.
The problem with most systems is that you have a set chance to crit or fumble that has no bearing on how good you are at what you do. R.Talsorian being the worst for this. A d10 based system, where if your rolled a 1 you fumbled. You could be the best damn solo on the planet with 10s in all stats (or more with cyberware) and 10s in all skills and you would still fumble 10% of the time. That just doens\'t make sense. Same with older D&D, you fumbled %5 of the time and critted %5 of the time, now this has been fixed somewhat with the critical threat range but you still fumble 5% of the time.
This drives me nuts. The better you are at something the better chance you should have to crit and the less chance for a fumble.
Now back to Feng Shui. It is an extremely simple D6 based system. Roll 2 D6, subtract one from the other add to a skill. If you roll a 6 on either die roll again and add. It usually means that if you are good at something then you are good, if you are bad you are bad.
Crits/Fumbles occur when Boxcars are rolled (2 6s). Once you roll boxcars something spectacular is going to happen. Roll again. If you fail in your roll (skill, attack, whatever) after rolling boxcars things go catastrophically wrong. If you succeed in your roll after boxcars things go amazingly well.
What this system means is that if you are really good at something and have a high skill, then you are probably going to succeed in your roll and boxcars coming up before hand means you will most likely succeed amazingly well. Also the odds of botching go down as you would have to roll rather poorly after boxcars before anything bad could happen.
Okay that was harder to explain then I thought. Hope I got that out right.
If looking for more info on Feng Shui we have an active thread going on my board about it, I get into the crit/fumble system there as well. There is a great synopsis of our first game there as well.
Feng Shui Thread on WGR