- Simply always roll 2D100 when attacking, one for the attack, the other for a possible crit (or fumble); thus, you can immediately see if your critical is worth looking forward to or not.
Crits are always worth looking forward to! They are the jelly on the toast, the sprinkles on the ice cream! :D
This doesn't really address your concern though. If you roll the crit immediately and you are disappointed or you wait the 5 seconds for the GM to look up the result and tells you to roll the crit, the end result is the same, only delayed a few seconds.
- Use the same die roll for the attack roll AND the critical. So if you roll high, you will always have a meaningful critical hit, while if you roll low, no matter how skilled you are, you immediately know it's not going to end the fight.
This method essentially eliminates roughly half of the crit table results and any chances of 66-crits, unless your OB is huge and a low roll produces a crit, but then you've stumbled into the initial issue of a low crit roll. Low and mediocre rolls will guarantee a low and mediocre crit result which eliminates the lower value ranges of the crit tables. The PC has to be really lucky and hope that an attack roll of 66 will yield a crit after OB and DB is calculated. Lower level PCs are probably going to be struggling to even see a crit result. The A-crits will always be low-result A-crits because the OB was low initially, C-crits will always be medium level C-crits as the attack is mediocre, and the E-crits will always be high end E-crits as the attack roll has to be high to get an E-crit. This nearly eliminates chances of high end A and B crits and the low end D and E crits.
One of my PC's has an OB of 168, barring a fumble, I can roll a 5 and do max damage which leaves me with a guaranteed 5-E-Crit roll.
The skill happens to be a Battle Axe which does huge damage and really nice crits, but I don't want guaranteed low or even mediocre crit every time I attack.
The only way to address the low crit result is to re-write the crit table and to eliminate the "whiff" results. The lower range of the crit tables do give nice stun results, 'have initiative', +# to attack, must parry, etc. results which can help out other players as well as the attacker. Yes, it can be frustrating landing a crit and rolling a 3, but that's probability and if you wish, the whim of the Dice Gods.
Across the board, (1-5) E-Crits yield +3 to +5 extra damage. Yeah, lousy results but we always treated 1-4 as a fumble result (unless stated specifically by the weapon fumble range), so the player "fumbled" the crit.* The player landed a good solid hit, found the seam in the armour, drove deep for high damage... but no extra gore. Isn't that what we're hoping for with crits anyway? Extra gore!!!
The reality is that rolling a 1-5 on the crit roll is only 5% chance. Perhaps re-writing the D and E crits for a little extra damage at low ranges?
And lest we forget the other side of that double-edged sword... The GM will be giving the PCs the guaranteed high crit rolls and eliminating the whiff rolls against the PC. All E-crits against the PCs will be high E-crits with no chance to whiff. Yikes! No thank you!
* - yes, we know you don't fumble a crit roll, but that is the believable explanation/description we use for having +3 hits on an E-crit result.