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15 points 20 points active defense advantage adventure armor attack roll attribute average basic HT bonus caster character points combat critical failure critical hit critical success Crossbow default defense roll depends disadvantage Dodge effective skill encumbrance failed roll means fatigue fire flail weapon game world GM rolls GM's GURPS GURPS Lite hand weapon hit points HT roll injury IQ-5 The ability Karate ld+1 ld+2 Magery magic maneuver Maximum damage Mental/Average Mental/Hard minutes missile weapon modifiers normal parry passive defense penalty Physical/Easy players point 2 points point cost point value points/level POLEARM Prerequisite quarterstaff Quick Contest quirk racial reaction rolls roleplaying Roll 3 dice Roll once shield Shortsword skill level skill roll smallsword someone spell starting wealth Status stunned subtract successful roll tech level Throwing skill turn to ready Weapon Table weight worth 10 points yards