iamtim said:Elandyll said:but unwilling to see things from another point of view, yes.
The very fact that I'm asking you how you would do it should be evidence to the contrary.
So, you have no problem with a crit being systematically maximum dmg (it could be a whole bunch of things, a bleed effect up to pierced organ and up), but you have a problem with "drop weapon" in case of a fumble?
You said it right there. Maximum damage can be described a multitude of different ways, especially dependant upon hit location and that location's HP total; a dropped weapon, though, is just a dropped weapon. How many different descriptions can you come up with for "dropped weapon"?
Sure, you could come up with a whole slew of different fumble options, but that's not a parallel with "maximum damage", and, really, makes the combat system more convoluted.
No, what I said is that "maximum dmg" is a very narrow and limited option for a "critical success". Just like "Dropped weapon" is for Fumble.
What I did point out is that you are fine with one, and not the other
My examples of possibilities for crit. sucess included dmg over time (bleed), slowed down opponent (due to bruised arm), etc.
I think such a table could offer either a simple result (crit: MAx dmg, Fumble: drop weapon) or for more advanced players hint at other possibilities, to the choice of the GM...
I know a whole bunch of players that would be happy with 2 results in the table sending you to 2 other tables in fact, one for Critical dmg roll, one for Fumble Without going that far, I believe it is possible to "extend" the table a bit in the possible results...
example of the good'ol RQIII Fumble tables (melee, missile and natural weaps), including "special" successes
http://www.maranci.net/rq3aid.pdf#search=%22runequest%20critical%20damage%20table%22