This document has information on how to interpret RM Criticals into D&D3E terms. It also gives rules for integrating RM Critical Strike Tables for weapons into D&D3E play.
 
+# hits [per round]: the character takes #/3 (always round up) additional hits [per round].
... at -#: disregard this result. Use the combat modifiers below.
+# to your next roll: +#/5 to your next roll.
must parry for # rounds: character cannot attack for # rounds; if not otherwise noted, AC is increased by +2 for # rounds. Character must act with a +2 DC penalty to all actions.
stunned for # rounds: character cannot attack for # rounds. AC is unaffected. Character must act with a +4 DC penalty to his actions.
cannot parry for # rounds: character cannot use his dexterity-dodge bonus to AC (he is flat-footed) for # rounds. Character must act with a +6 DC penalty to his actions.
down for # rounds: character cannot act for # rounds, cannot use his dexterity-dodge bonus to AC (he is flat-footed) and is in a prone position (+4 to all attacks on that character) for the duration.
 
 

A Threat in standard 3rd Ed usually occurs on a roll of a natural 20 on a d20. If another attack check results in a hit, this Threat becomes a Critical Hit, dealing doubled, tripled or quadrupled damage.

In Arms Law Style Combat, a Critical Hit is scored on an attack roll that falls into the Threat Range of the weapons used. To determine the severity of the Critial roll a d20 on the table corresponding to the Critical Hit Type of the Weapon used. Then roll d% on the appropriate Arms Law Critical Hit Table. If the player rolls a natural 1 his character has funbled his weapon.

 
d20+BAB
x2 Weapons
1-6
A
8-14
B
15-21
C
22-28
D
29+
E
d20+BAB x3 Weapons
1-9 B
10-18 C
19-27 D
28+ E
   
d20+BAB x4 Weapons
1-13 C
14-26 D
27+ E
   
   
 
 

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