Deral do you use a similar thing for criticals ?
I use a modified version of the critical hit tables that have been put up on this forum in the past- hell if I can find them right this second- but players (or at least my players) rarely opt to do something other than the standard critical effect. I leave the table available to my players because it gets used when they want to do something other than kill their opponents, when certain moves specifically fit a particular character concept, or there is a crit-focused character.
The table is unfortunately quite a bit longer because it's more specific and broken down to give weapons with a lower base threat range a greater variety of options, it looks like this though I take absolutely no credit for the tables themselves- I have no idea whose original concept they were based upon, and whose work has gone into modifying them, I know at least some of the tinkering was mine, but since I can't find the original, I have no idea how much. Still, I'll go ahead and put it up here, even though it isn't especially similar (being far more specific)- but someone might be interested regardless:Any Base Threat Range Weapon:1 Die -
Inflict Damage Straight to Wounds, ignoring DR but not Resistances1 Die -
Immediately gain 3 Reputation1 Die -
Inflict the Bleeding
condition or increase the die size of a bleeding
condition by 1 step1 Die -
Inflict 1 grade of fatigued
or shaken1 Die -
Roll and Inflict a Critical Injury as normal, but without a save1 Die -
Ignore Damage Resistance, Defiance, and similar qualitiesBase Threat Range of 19-20, 20, or --1 Die -
Drop 1 of the target's skill bonuses to 0 (Spellcasting costs 2 dice)1 Die -
Automatically trigger 1 action keyed to an upgrade or quality the attack has (trip, hook, spike, etc)1 Die -
Target automatically fails a save prompted by the attack (poison, bleed, massive, etc)2 Die -
Inflict 1 Critical Injury of your choice (roll only to determine specifics of the chosen injury)2 Die -
Drop Target's Vitality to 02 Die -
Any two 1-die effectsBase Threat Range of 20 or --1 Die -
Recover 4 x Career Level Vitality1 Die -
1 Piece of worn or carried gear fails 1 damage save2 Die -
Target becomes Flanked
until the end of combat3 Die -
Roll and Inflict a Mortal Wound (Critical Injury-like variant on Massive Damage)3 Die -
One 2-Die and One 1-Die effect
So yeah- far less neat and concise.
The thing I like most about having a table this specific for Critical Hits is that it gives me, as the GM, more flexibility on what I can have a critical do to a player without causing any upset (and without simply more "you take wound damage), as all these same options are available to the players.