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General Tabletop Discussion
*Dungeons & Dragons
Advantage, Criticals, and Fumbles
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<blockquote data-quote="DND_Reborn" data-source="post: 8510169" data-attributes="member: 6987520"><p>To be clear, having a fumble impose disadvantage on the next attack would be until the end of your next turn. So, if you are making another attack the same round, you apply it then. If it is next round, you apply it then. Even with your minimum damage in your post, you say the "next hit". I think commonsense must win out, so such players are just being problematic to be a pain IMO.</p><p></p><p>And being incentivized to non-attack reflects efforts to recover or use caution after a fumbled attack. There are also plenty of ways to mitigate this <em>depending on what you want the system to achieve</em>:</p><p></p><p>1. Your free interaction (if still available) can be used to recover.</p><p>2. Same thing, but for your bonus action (if available).</p><p>3. Use your movement to recover (very applicable if the fumble is you fall prone).</p><p></p><p>All of these would be available to front-line martials, so could be used to minimize the effect, but have at least <em>some </em>cost.</p><p></p><p>Finally, considering the odds, I am not concerned about the mini-death spiral, especially given the options above.</p><p></p><p>My point is, if you <em>WANT</em> a fumble system, you can come up with one that doesn't punish PCs with more attacks in any meaningful way.</p><p></p><p>Of course, if you don't want to use them, that is fine, too. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8510169, member: 6987520"] To be clear, having a fumble impose disadvantage on the next attack would be until the end of your next turn. So, if you are making another attack the same round, you apply it then. If it is next round, you apply it then. Even with your minimum damage in your post, you say the "next hit". I think commonsense must win out, so such players are just being problematic to be a pain IMO. And being incentivized to non-attack reflects efforts to recover or use caution after a fumbled attack. There are also plenty of ways to mitigate this [I]depending on what you want the system to achieve[/I]: 1. Your free interaction (if still available) can be used to recover. 2. Same thing, but for your bonus action (if available). 3. Use your movement to recover (very applicable if the fumble is you fall prone). All of these would be available to front-line martials, so could be used to minimize the effect, but have at least [I]some [/I]cost. Finally, considering the odds, I am not concerned about the mini-death spiral, especially given the options above. My point is, if you [I]WANT[/I] a fumble system, you can come up with one that doesn't punish PCs with more attacks in any meaningful way. Of course, if you don't want to use them, that is fine, too. :) [/QUOTE]
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