Two weeks back on the Wandering DMs talk show, we had a lively conversation about all the different experiments that have been made over the years around critical hits. Or as Paul sagely observed: the possibly different strains of hit-location and extra-damage additions to the core D&D system. One of the things I loved the most about this dive is how diametrically opposite the two designers' attitudes were: Arneson loved complicated wargame-style systems, and Gygax seemed to absolutely loathe them.
The texts we were looking at in that show were pretty verbose (really, from Gygax and Arneson?) we didn't have time to look at all the details while chatting, so for those without access to the original materials, here's what we were looking at.
Mike Carr's Dawn Patrol (a.k.a Fight in the Skies)
This is just one summary page from the optional critical-hits rules in Carr's WWI fighter game. Note that hit-locations are part of the core rules for combat (separate hit-point tracks for wings, engine, etc.); the advanced add-on here is to possibly have extra damaging effects on a particular hit. These critical tables go one for several more pages.
Arneson/Gygax OD&D Aerial Combat
Dave Arneson wrote a set of rules called Battle in the Skies (BITS). Griff from Secrets of Blackmoor has the whole manuscript, displayed at the last in-person GaryCon, and playtested in the game room. I'm told it's basically an add-on to Carr's FITS and requires that game to play (hey: shades of Outdoor Survival). Gygax took that manuscript and hacked it down to an extent that it could fit in as one section to OD&D Vol-3. Following Carr's precedent, this therefore represents the only place in OD&D that has a notion of hit locations and "critical hits":
Arneson's OD&D Blackmoor
In Arneson's Blackmoor (OD&D Supplement II), he goes whole-hog with an extensive system of hit locations for every different kind of creature, and hit points divvied up between each body part (just like the planes in FITS; such that a hit to the head could much more easily incapacitate a foe, given a small number of hit points there). The tables for the system go on for many pages. He also has a system for per-segment movement of all creatures in a combat, which he also has in his full BITS game (see here); that's a novel development compared to Carr's FITS. Oh, and also a matrix on comparative height differentiation between different combatants.
It bears noting that in the Introduction to Arneson's later First Fantasy Campaign (FFC, p. 3), he asserts, "Combat was quite simple at first and then got progressively complicated with the addition of Hit Location, etc... Hit Location was generally used only for the bigger critters, and only on a man to man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it."
Gygax in Dragon #16
In Dragon Magazine #16, Gygax has an extensive essay on the basic principles of the D&D game, and his attitude towards attempts at editing or expanding on them. In particular he truly hates the "offensive", "perverted" idea of double damage on a Natural 20. See below:
Gygax in the 1E AD&D DMG
Gygax doubles down on this position, inserting the same thesis to the very beginning on the Combat section of the 1E AD&D DMG. He also hammers more heavily on the offense of having lots of complications for "hit locations, special damage, and so on". Obviously this is a direct criticism of Arneson's approach in Blackmoor. This is from DMG p. 61, and you might go back and read that page if you get a chance, because he carries on in the same vein for fully 3 paragraphs. Following paragraphs defend the highly abstract one-minute round approach (possibly a response to Arneson's segment-based movement idea), and then a more full-throated complaint about "endless resort to charts, tables, procedure clarifications, and over-lengthy time requirements". Furthermore, I tend to interpret the line in the introductory The Game section (p. 9), "AD&D... does not stress any realism... It does little to attempt to simulate anything either", as quite likely having been written while looking at Arneson's pages and pages of extra combat systems from Blackmoor. Dave's work was assuredly directly in the crosshairs of all this series of grievances.
So that's sort of the historical springboard we used on Wandering DMs to frame our discussion of systems we've later tried (and we've tried a bunch of things). Between the two of us, we kicked around some new ideas live, and our viewers also shared some things that seemed novel and solid to us.
For a number of years I used the critical-hits tables by Carl Parlagreco, "Good Hits & Bad Misses", from Dragon Magazine #39. But I found that I was making more and more edits and changes around the edges; the radical results were okay for one-off tournaments, but not great in extended campaign play. As you can see in last week's update to the OED house rules: within the last year I jettisoned that system and reverted to simply double damage on a Natural 20 (Gygax forgive me). Meanwhile, you can see Paul's system for critical hits here, which instead of increasing deadliness which was my motivation, rather serves as the safety bumper when a PC hits 0 hit points (whereas I now give a single Save vs. Death at that point).
Anything in there that's surprising to you? How many times have you evolved the critical hits in your games from experience?

























