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(In WWF Voice) Let's Get Ready to Fumble!
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<blockquote data-quote="ren1999" data-source="post: 6291335" data-attributes="member: 85179"><p>Modular Optional Rules for 5E.</p><p></p><p>Fumble,</p><p>You roll a 1 and don't have the luck of the Lightfoot Halfling.</p><p>Fumble Table</p><p></p><p><span style="font-size: 10px">Roll a 1d8</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">1 your weapon breaks, if your target has a magical weapon of equal or higher value, your magical weapon breaks, </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">2 you break your hand and now do half-damage with that hand for the encounter duration</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">3 roll normal damage on your enemy, but your weapon becomes stuck in the enemy, roll a strength or dex check to remove</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">4 you hit your ally, you fool! roll normal damage on your ally</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">5 you injure yourself, roll 1d4</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">6 club footed novice! you and all adjacent allies and enemies fall prone</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">7 you drop your weapon 5 feet, you must take 1 action to ready it again</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">8 you lose any remaining actions and reactions until your next turn</span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="ren1999, post: 6291335, member: 85179"] Modular Optional Rules for 5E. Fumble, You roll a 1 and don't have the luck of the Lightfoot Halfling. Fumble Table [SIZE=2]Roll a 1d8 1 your weapon breaks, if your target has a magical weapon of equal or higher value, your magical weapon breaks, 2 you break your hand and now do half-damage with that hand for the encounter duration 3 roll normal damage on your enemy, but your weapon becomes stuck in the enemy, roll a strength or dex check to remove 4 you hit your ally, you fool! roll normal damage on your ally 5 you injure yourself, roll 1d4 6 club footed novice! you and all adjacent allies and enemies fall prone 7 you drop your weapon 5 feet, you must take 1 action to ready it again 8 you lose any remaining actions and reactions until your next turn [/SIZE] [/QUOTE]
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