[This article is part of a series of system neutral Six-Sided Critical Miss Tables.]
Thrown weapons are not radically different from hand-to-hand weapons and neither are their critical miss tables. The primary difference is in their greater tendency to fly in random directions (and at greater distances). The fourth table, then, is for use with thrown weapons:
Critical Miss Table for Thrown Weapons | |
---|---|
1d6 | Result |
1 | Drop weapon. |
2 | Drop weapon behind self. |
3 | Weapon flies 1d6 m in random direction. |
4 | Weapon flies 2d6 m in random direction. |
5 | Weapon flies 3d6 m in random direction. |
6 | Injure self with weapon. |
Again, the direction of flight for weapons that become airborne may be determined with 1d6 for hexes, 1d8 for squares (including diagonal movement), or a compass die. (A compass die is a d8 with the points of the compass instead of numerals, i.e. N, E, S, W, NE, SE, SW, NW. You can also just roll a d8 and substitute the directions for the numerals, e.g. 1=N, 2=E, 3=S, 4=W, 5=NE, 6=SE, 7=SW, 8=NW.)
[Originally posted in Fudgery.net/fudgerylog on 20 May 2011.]
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