Errant Dreams -- Critical Hit Table for AD&D 3.5

First published 3/1/2007; last edited 3/1/2007

This chart is meant to accompany an issue of the Twilight Time Zine entitled "To Crit or Not to Crit?" I suggest reading that first for a basic explanation of why and how to use and adapt this chart.

Roll % Effect Damage Effect Additional Symptoms
1Injured footWeapon's multiplier; movement speed halved for 24 hours or until healedDifficulty using foot
2Injured handWeapon's multiplier; -2 when using that hand for 24 hours or until healedDifficulty using hand
3Vicious blowWeapon's multiplier plus 1d6  
4Injured finger(s)Weapon's multiplier; -2 when using that hand for 24 hours or until healedDifficulty using fingers
5Severe eye injuryWeapon's multiplier; -2 attack until restoredBlind in one eye
6-8Neck woundWeapon's multiplier plus 1d2  
9-10Mild concussion (head blow)Multiplier; -2 penalty to Concentration checks for 24 hrs or until healedLight-headed; mild confusion
11-15Hard blowUse weapon's damage multiplier  
16-20Eye injuryWeapon's multiplier; -1 attack for 24 hours or until healedBlurred vision
21-25Gut woundWeapon's multiplier plus bleeding (1 pt/rd) until first aid is applied  
26-30Shoulder injuryWeapon's multiplier; -2 to activities using that arm for 24 hours or until healed  
31-35Hard blowUse weapon's damage multiplier  
36-40Elbow injuryWeapon's multiplier; -2 to activities using that arm for 24 hours or until healed
41-45Knock-downUse weapon's damage multiplierTarget knocked prone
46-50Back injuryWeapon's mutiplier; -2 to all athletics--related rolls for 24 hours or until healed  
51-55Wicked blowWeapon's multiplier plus 1d4  
56-60Hard blowUse weapon's damage multiplier 
61-65BleedingWeapon's multiplier plus bleeding (1 pt/rd) until first aid is applied  
66-70Broken RibWeapon's multiplier; -1 damage for 24 hours or until healed  
71-75Broken weaponNormal damage (multiplier if target is unarmed or using natural weaponry)Target's weapon breaks
76-80DisarmUse weapon's damage multiplierTarget drops weapon
81-85StunUse weapon's damage multiplierTarget stunned one round
86-90Facial injuryUse weapon's damage multiplier-1 charisma until healed
91-93Knee injuryWeapon's multiplier; Movement speed halved for 24 hours or until healedDifficulty using leg
94-95Carry-throughApply multiplied damage to target; normal damage to nearest extra opponent  
96Fumble   Reroll and apply to random at-risk party member
97Groin injuryWeapon's multiplier plus 1d3  
98Throat injuryWeapon's multiplier; difficulty speaking for 24 hours or until healedDifficulty speaking
94-95Carry-throughApply multiplied damage to target; normal damage to nearest extra opponent  
96Fumble   Reroll and apply to random at-risk party member
97Groin injuryWeapon's multiplier plus 1d3  
98Throat injuryWeapon's multiplier; difficulty speaking for 24 hours or until healedDifficulty speaking
99Injured legWeapon's multiplier; -2 to activities using that leg for 24 hours or until healedDifficulty using leg
100Injured armWeapon's multiplier; -2 to activities using that arm for 24 hours or until healedDifficulty using arm