Critical Hits/Misses | Return to Lon's GURPS
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| die roll | result |
|---|---|
| 3,4 | crit hit |
| 5 | crit hit if effective skill 15+ |
| 6 | crit hit if effective skill 16+ |
| 15 | crit miss if effective skill is 5 or less, ... |
| 16 | crit miss if effective skill is 6 or less |
| 17 | crit miss if effective skill <16 |
| 18 | crit miss |
Following the desire to reduce the number of die rolls and stil have a lot of flavor, we've added a "critical success" column to the "hit Location" table.
House Rules for Critical Hits |
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General notes:
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Permissible attacks:
Notes (numbering continued from pB203 so that there is no ambiguity):
| Summary of Standard Rules for Critical Success/Failure | |
|---|---|
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CRITICAL SUCCESS
A roll of 3 or 4 is always a critical success. 1
If your effective skill is 15, 5 is a critical success. 1
Critical hits always hit--the defender gets no defense roll.2 If the defender rolls a critical success on defense (parry, block, or dodge -- but not against a ranged attack), the defender successfully "faked out" his opponent. The attacker immediately goes to the Critical Miss Table, above. 3 |
CRITICAL FAILURES
Rolls of 18 are always critical failures. 1
For phobias and all other mental disadvantages, any roll of 14 or greater is an automatic failure. 1 Any defense roll of 17 or 18 is a critical failure. 4
["Effective skill" means your skill, after including all modifiers.] |
Footnotes (page references):
1 pB86
2 pB98
3 pB109
4 pB110