Advantage/disadvantage and critical hits/fumbles

JWO

First Post
This is actually stolen from one of the rules of Malifaux, I thought it could be quite and interesting thing to bring into D&D with all the advantage and disadvantage rules.

Basically, the way it works is that if you roll a natural 20, you can always use that die, unless you roll a natural 1, in which case you would always have to use that die.

So for example, if you are rolling with disadvantage and you roll a 4 and a 20, you get to use the 20, even though you're at a disadvantage. Conversely, if you roll a 1 and a 17, you have to use the 1, even if you're rolling with advantage. If you roll a 1 and a 20, you have to take the 1 if you're rolling with advantage or disadvantage.

I guess you could have it so that 20 trumps 1, but this way is meaner...which makes it better :)

What d'you think?
 

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jodyjohnson

Adventurer
It only tweaks the probabilities a little.

It may shift play in that when you are rolling with advantage you would prefer to stop rolling if the first die is a success because the second die has a 5% chance of making it a failure.

Instead of speeding play it slows play in order to debate whether the second roll is worth the risk.

Or in those instances where the adv/dis comes after the fact (advantage remembered to change a miss, or disadvantage remembered to possibly make a failure) it becomes mandatory because a success or failure can always be reversed by the second die.
 


SirAntoine

Banned
Banned
I don't think it makes quite enough sense to be a good rule, but the natural 1 should be a fumble if the natural 20 is a critical hit.
 

Paraxis

Explorer
Fumbles are bad mmkay..
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