Re: "Rolling a Critical"
I had a fairly complicated critical hit system that rewarded good rolls with extra damage classes.
Started with making your roll by 1/2, round down. You get 3 extra DC. For everyone past that, you get another DC.
So for a 14- to hit roll
7: +3 DC
6: +4 DC
5: +3 DC
4: +2 DC
3: +1 DC
There were magic weapons that could add to either the +DC on a crit, or add to the crit roll.
(So a +2 to the crit roll, on a 14-, you'd start critting at 9-)
3 was an auto hit, 18 an auto miss