d12 | Melee | Ranged |
---|---|---|
1 |
Clinched: Weapons (or limbs) become locked together. Neither can be used until they are separated. |
Grazing Shot: Defender is hit for minimal damage. |
2 |
Awkward Angle: Attacker and defender both take half damage from the attack. |
Indirect Attack: Projectile cuts a branch, knocks loose a piece of ceiling, flings gravel into the defender's face, etc. Defender must make a separate roll to avoid the hazard. |
3 |
Resounding Clash: Attacker and defender stumble back from one another. Clashing weapons make a loud noise. |
Whizzer: Defender must roll to maintain concentration. |
4 |
Double Disarm: Attacker and defender are both disarmed. (Unarmed fighters are hit for half damage instead.) |
Disarm Shot: Defender is disarmed. (Unarmed defender is hit for half damage instead.) |
5 |
Close Quarters: Attacker and defender grapple one another. |
Incoming!: Defender must either go prone to avoid the attack or be hit after all. |
6 |
Pressed Forward: Attacker moves forward, pushing the defender along with them. |
Wrong Arrow: Attacker fires a different type of arrow than they intended (or throws the wrong item, or casts the wrong spell, etc). Reroll the attack. |
7 |
Dangerous Dance: Attacker and defender swap places. |
Trigger Discipline: Attacker realizes they don't have a clear shot, holds their fire, and conserves their ammo. |
8 |
Made You Look: Bonus to the next attack against the defender before the attacker's next turn. |
Made You Look: Bonus to the next attack against the defender before the attacker's next turn. |
9 |
Cut Strap: An item on the defender's person (other than what they are wielding) comes loose and is flung away. |
Cut Strap: An item on the defender's person (other than what they are wielding) comes loose and is flung away. |
10 |
I'm Not Left-Handed: Attacker gets a small bonus to all subsequent melee attacks against the defender. |
Sighted In: Attacker gets a small bonus to all subsequent ranged attacks against the defender. |
11 |
Armor Damaged: The defender's armor loses some of its effectiveness until it's repaired. |
Armor Damaged: The defender's armor loses some of its effectiveness until it's repaired. |
12 |
Wild Swing: If a different enemy is within reach of the attacker, they are hit instead, for half damage. Otherwise a nearby object, bystander, or ally may be hit. |
Wild Shot: If a different enemy is near the defender, they are hit instead, for half damage. Otherwise a nearby object, bystander, or ally may be hit. |
Near Misses (d12)
Another type of special result for attack rolls along the same lines as critical hits and misses. (In D&D5, you can roll on this chart when the attack roll is one less than the defender's AC.)