[RPG] How to determine alternatives to inapplicable critical-hit table results

combatcritical-hitgurps

In a recent session of ours, one of the players scored a critical hit on a very scary wolf. The random critical-hit bonus rolled was "disarm opponent." Our GM was kind and clever enough to announce that the wolf's teeth got knocked out, but this is obviously a worse penalty than a disarmament (a soldier could draw a dagger or pick up the axe they dropped).

I guess re-rolling is an option, but it's definitely less fun than having the full 18 possibilities.

Does anyone have any suggestions on how to handle these situations? Does anyone use or know of separate tables for sentient/non-sentient, etc?

I would prefer specific solutions. As an example, (I am not sure if they exist, but) links to/examples of existing alternative tables would be awesome. As an rpg player, I have experience making my own rules where there aren't any, but I don't want to reinvent the wheel 🙂

Best Answer

I was inspired by @gomad's answer to check the Bestiary. There's nothing directly applicable, but there is an Animal Critical Miss Table (eg. 9, 10, 11 - animal slightly off balance, defends at -2 until its next turn; 18 -animal fails so badly that it loses its nerve and flees if possible). The book suggests alternatively using the normal Critical Miss Table, treating any 'weapon breaks', 'weapon dropped' or 'weapon turns in hand' as 1d-3 damage to the animal (my emphasis).

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