Critical Hit: Difference between revisions

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* ''[[Dungeons & Dragons]]''
** The best known is, of course, rolling a "natural 20"<ref>That is, a 20 on the die, before applying modifiers.</ref> in combat did bonus damage—this started out as a common house rule which became an official option in the 2nd edition.
** In''Player's Options: Combat & Tactics'' ("AD&D 2.5") added more complex critical hit rules: beating an opponent's AC by 4 or more meant at least double damage, and with the detailed damage option (introduced explicitly to avoid "[[Only a Flesh Wound]]" effect) added specific injuries if the target also fails an extra saving throw., Likesuch majoras bleeding—ordisabling a limb or major beheadingbleeding, depending on the weapon's size, type and severity roll. The''Player's Options: Spells & Magic'' applied the same forsystem to saving throws against spells failed by 4 or more (i.e. an acid arrow may melt onethe target's arm off) with area-affecting spells possibly injuring several locations—i.e. surviving a fireball may still mean that one's eyes and right leg are fried crispy. Which also expands [[Chunky Salsa Rule]], since highest-severity critical effects involve things like decapitation, "abdomen incinerated, immediate death", etc.
** The 3rd Edition allowed critical successes under other circumstances as well, and had weapons with different odds of critical hits. A "natural 20" no longer resulted in an automatic critical hit, either, but did mean an automatic hit and a chance to "confirm" a critical hit with a second roll.
** Unlike most examples, in D&D, creatures with odd anatomies can be immune to critical hits, including [[Golem]]s, most kinds of undead and [[The Blob]]. This is because D&D justifies critical hits as being regular attacks aimed at an unprotected point or vital organ. Undead and Gelatinous Cubes obviously lack vital organs and therefore can't be hit for critical damage.