Quote:
Originally Posted by Owen Smith
In about 13 years of GURPS play, our group has had about three criticals and two fumbles that actually had any real effect. The critical hit/miss effect rolls have a lot of "nothing extra happens" for the numbers in the middle of the table. An obvious simplification therefore is to remove the critical effect roll completely and it just be a critical hit (opponent can't dodge etc) or a critical miss (weapon gets tangled if a flail etc).
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The Combat Lite chapter in
Characters does this, with the addition that a 3 on the dice also does maximum damage.