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.)

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.