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Advantage, Criticals, and Fumbles
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<blockquote data-quote="el-remmen" data-source="post: 8510211" data-attributes="member: 11"><p>This is the fumble chart I had for 3E.</p><p></p><p><strong>Critical Fumble Results - All Weapons</strong></p><p>Whenever a combatant rolls a natural '1' on an attack roll, they must roll again to confirm a critical fumble. If the second roll (at the same attack bonus) also fails to hit the target, roll d% on the chart below.</p><p></p><table style='width: 100%'><tr><th>Percentile</th><th>Results</th></tr><tr><td><p style="text-align: center">01 – 03</p> </td><td><strong>Helm Slips. </strong>Move-equivalent action to fix or –2 to attack rolls. (No effect if no helm).*</td></tr><tr><td><p style="text-align: center">04 – 05</p> </td><td><strong>Helm Slips.</strong> Move-equivalent action to fix or –4 to attack rolls. (No effect if no helm).</td></tr><tr><td><p style="text-align: center">06 – 15</p> </td><td><strong>Twist Ankle. </strong>Speed reduced by 10 feet until 10 minutes of rest is taken.</td></tr><tr><td><p style="text-align: center">16 – 25</p> </td><td><strong>Slip. </strong>Make Reflex check vs. DC 15 or fall prone.</td></tr><tr><td><p style="text-align: center">26 – 30</p> </td><td><strong>Stumble.</strong> Make Reflex check vs. DC 15 or fall and be stunned for one round.</td></tr><tr><td><p style="text-align: center">31 - 35</p> </td><td><strong>Trip.</strong> Make Reflex check vs. DC 20 or fall prone and be stunned for 1d3 rounds.</td></tr><tr><td><p style="text-align: center">36 - 40</p> </td><td><strong>Trip.</strong> Make Reflex check vs. DC 18 or fall prone and targeted opponent (if adjacent) gains immediate attack of opportunity.</td></tr><tr><td><p style="text-align: center">41 - 43</p> </td><td>O<strong>ver-extended/Distracted.</strong> Intended opponent (if adjacent) gains immediate attack of opportunity at +4.</td></tr><tr><td><p style="text-align: center">44 - 53</p> </td><td><strong>Off Balance. </strong>Make Balance check vs. DC 20 or be flat-footed until your next turn.</td></tr><tr><td><p style="text-align: center">54 - 63</p> </td><td><strong>Lose Grip on Weapon.</strong> Make Dexterity check vs. DC 15 or suffer –4 to attack until move-equivalent action is used to fix grip.</td></tr><tr><td><p style="text-align: center">64 - 73</p> </td><td><strong>Lose Grip on Weapon.</strong> Make Dexterity check (DC 15) or drop weapon.</td></tr><tr><td><p style="text-align: center">74 - 76</p> </td><td><strong>Lose Grip on Weapon.</strong> Make Dexterity check (DC 20) or drop weapon. Otherwise suffer –4 to attack until move-equivalent action is used to fix grip.</td></tr><tr><td><p style="text-align: center">77 - 78</p> </td><td><strong>Weapons Tangled With Opponent.</strong> Reflex check (DC 20) or lose any remaining attacks allowed in this [action. If no remaining attacks, treat as 41-43.</td></tr><tr><td><p style="text-align: center">79 - 80</p> </td><td><strong>Hard Parry, </strong>Make opposed Strength check with opponent or weapon knocked away (Two-handed weapons gain +4 to check). Roll d8 for direction. Roll for 1d4 for distance in 5 foot increments.</td></tr><tr><td><p style="text-align: center">81 - 82</p> </td><td><strong>Hard Awkward Blow. </strong>Roll weapon’s damage, double and add Strength bonus. Compare this to weapon’s hardness and hps to see if it breaks (see p.136 of PHB v.3.5). If attacker is making an unarmed strike roll damage anyway - Fortitude save (DC 15) or hand broken and useless. Stunned for 1 round.</td></tr><tr><td><p style="text-align: center">83 - 84</p> </td><td><strong>Overwhelmed.</strong> Reflex save (DC 15) or all adjacent opponents gain immediate attacks of opportunity each gaining a +1 to attack roll per adjacent opponent (including themselves).</td></tr><tr><td><p style="text-align: center">85 - 86</p> </td><td><strong>Awkward Stumble.</strong> Make Balance check vs. DC 15 or be flat-footed until your next turn, and all adjacent opponents gain an immediate attack of opportunity.</td></tr><tr><td><p style="text-align: center">87 - 88</p> </td><td><strong>Wild Swing.</strong> Reflex save (DC 18) or hit self, half damage.</td></tr><tr><td><p style="text-align: center">89 - 90</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 15) or hit self, normal damage.</td></tr><tr><td><p style="text-align: center">91 - 92</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 15) or hit friend, half damage.</td></tr><tr><td><p style="text-align: center">93 - 94</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 20) or hit friend, normal damage.</td></tr><tr><td><p style="text-align: center">95 - 96</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 15) or hit friend, normal damage, automatic knockdown.**</td></tr><tr><td><p style="text-align: center">97</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 10) or hit friend, critical hit.</td></tr><tr><td><p style="text-align: center">98</p> </td><td><strong>Wild Swing. </strong>Reflex save (DC 10) or hit self, critical hit.</td></tr><tr><td><p style="text-align: center">99</p> </td><td><strong>Clusterf--k.</strong> Roll Twice. Any saves at +5 to the DC. Ignore rolls of 99 or 00.</td></tr><tr><td><p style="text-align: center">00</p> </td><td><strong>Super Clusterf--k. </strong>Roll Thrice. Any saves at +10 to the DC. Ignore rolls of 99 or 00.</td></tr></table><p></p><p></p><p>The DM should feel free to adjudicate fumble results to fit the situation, either by slightly changing them, or declaring they have no effect. For example, a character that is already prone cannot fall and be stunned, or a "critical hit, self" result that results in a decapitation might deal the extra damage, but not actually cause one to chop one's own head off. A "hit friend" result with a ranged weapon might not hit anyone if no one is within range or line of sight, and so on. In cases where multiple fumble results are called for, roll all of them first and adjudicate/describe them in an order and combination that makes the most sense, not necessarily in the order rolled.</p><p></p><p>If I were to convert this for 5E I'd change the move-equivalent action stuff to use a reaction, bonus action, or some of your movement. I'd also lower the DCs for some. I'd also have move effects - like twist ankle - that went away on a short rest or long rest.</p><p></p><p>* Helms were useful because many results on the crit charts did no or lesser effect if the target is wearing a helm.</p><p>** We used a knockdown mechanic adapted from 2E Combat & Tactics</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8510211, member: 11"] This is the fumble chart I had for 3E. [B]Critical Fumble Results - All Weapons[/B] Whenever a combatant rolls a natural '1' on an attack roll, they must roll again to confirm a critical fumble. If the second roll (at the same attack bonus) also fails to hit the target, roll d% on the chart below. [TABLE] [TR] [TH]Percentile[/TH] [TH]Results[/TH] [/TR] [TR] [TD][CENTER]01 – 03[/CENTER][/TD] [TD][B]Helm Slips. [/B]Move-equivalent action to fix or –2 to attack rolls. (No effect if no helm).*[/TD] [/TR] [TR] [TD][CENTER]04 – 05[/CENTER][/TD] [TD][B]Helm Slips.[/B] Move-equivalent action to fix or –4 to attack rolls. (No effect if no helm).[/TD] [/TR] [TR] [TD][CENTER]06 – 15[/CENTER][/TD] [TD][B]Twist Ankle. [/B]Speed reduced by 10 feet until 10 minutes of rest is taken.[/TD] [/TR] [TR] [TD][CENTER]16 – 25[/CENTER][/TD] [TD][B]Slip. [/B]Make Reflex check vs. DC 15 or fall prone.[/TD] [/TR] [TR] [TD][CENTER]26 – 30[/CENTER][/TD] [TD][B]Stumble.[/B] Make Reflex check vs. DC 15 or fall and be stunned for one round.[/TD] [/TR] [TR] [TD][CENTER]31 - 35[/CENTER][/TD] [TD][B]Trip.[/B] Make Reflex check vs. DC 20 or fall prone and be stunned for 1d3 rounds.[/TD] [/TR] [TR] [TD][CENTER]36 - 40[/CENTER][/TD] [TD][B]Trip.[/B] Make Reflex check vs. DC 18 or fall prone and targeted opponent (if adjacent) gains immediate attack of opportunity.[/TD] [/TR] [TR] [TD][CENTER]41 - 43[/CENTER][/TD] [TD]O[B]ver-extended/Distracted.[/B] Intended opponent (if adjacent) gains immediate attack of opportunity at +4.[/TD] [/TR] [TR] [TD][CENTER]44 - 53[/CENTER][/TD] [TD][B]Off Balance. [/B]Make Balance check vs. DC 20 or be flat-footed until your next turn.[/TD] [/TR] [TR] [TD][CENTER]54 - 63[/CENTER][/TD] [TD][B]Lose Grip on Weapon.[/B] Make Dexterity check vs. DC 15 or suffer –4 to attack until move-equivalent action is used to fix grip.[/TD] [/TR] [TR] [TD][CENTER]64 - 73[/CENTER][/TD] [TD][B]Lose Grip on Weapon.[/B] Make Dexterity check (DC 15) or drop weapon.[/TD] [/TR] [TR] [TD][CENTER]74 - 76[/CENTER][/TD] [TD][B]Lose Grip on Weapon.[/B] Make Dexterity check (DC 20) or drop weapon. Otherwise suffer –4 to attack until move-equivalent action is used to fix grip.[/TD] [/TR] [TR] [TD][CENTER]77 - 78[/CENTER][/TD] [TD][B]Weapons Tangled With Opponent.[/B] Reflex check (DC 20) or lose any remaining attacks allowed in this [action. If no remaining attacks, treat as 41-43.[/TD] [/TR] [TR] [TD][CENTER]79 - 80[/CENTER][/TD] [TD][B]Hard Parry, [/B]Make opposed Strength check with opponent or weapon knocked away (Two-handed weapons gain +4 to check). Roll d8 for direction. Roll for 1d4 for distance in 5 foot increments.[/TD] [/TR] [TR] [TD][CENTER]81 - 82[/CENTER][/TD] [TD][B]Hard Awkward Blow. [/B]Roll weapon’s damage, double and add Strength bonus. Compare this to weapon’s hardness and hps to see if it breaks (see p.136 of PHB v.3.5). If attacker is making an unarmed strike roll damage anyway - Fortitude save (DC 15) or hand broken and useless. Stunned for 1 round.[/TD] [/TR] [TR] [TD][CENTER]83 - 84[/CENTER][/TD] [TD][B]Overwhelmed.[/B] Reflex save (DC 15) or all adjacent opponents gain immediate attacks of opportunity each gaining a +1 to attack roll per adjacent opponent (including themselves).[/TD] [/TR] [TR] [TD][CENTER]85 - 86[/CENTER][/TD] [TD][B]Awkward Stumble.[/B] Make Balance check vs. DC 15 or be flat-footed until your next turn, and all adjacent opponents gain an immediate attack of opportunity.[/TD] [/TR] [TR] [TD][CENTER]87 - 88[/CENTER][/TD] [TD][B]Wild Swing.[/B] Reflex save (DC 18) or hit self, half damage.[/TD] [/TR] [TR] [TD][CENTER]89 - 90[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 15) or hit self, normal damage.[/TD] [/TR] [TR] [TD][CENTER]91 - 92[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 15) or hit friend, half damage.[/TD] [/TR] [TR] [TD][CENTER]93 - 94[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 20) or hit friend, normal damage.[/TD] [/TR] [TR] [TD][CENTER]95 - 96[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 15) or hit friend, normal damage, automatic knockdown.**[/TD] [/TR] [TR] [TD][CENTER]97[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 10) or hit friend, critical hit.[/TD] [/TR] [TR] [TD][CENTER]98[/CENTER][/TD] [TD][B]Wild Swing. [/B]Reflex save (DC 10) or hit self, critical hit.[/TD] [/TR] [TR] [TD][CENTER]99[/CENTER][/TD] [TD][B]Clusterf--k.[/B] Roll Twice. Any saves at +5 to the DC. Ignore rolls of 99 or 00.[/TD] [/TR] [TR] [TD][CENTER]00[/CENTER][/TD] [TD][B]Super Clusterf--k. [/B]Roll Thrice. Any saves at +10 to the DC. Ignore rolls of 99 or 00.[/TD] [/TR] [/TABLE] The DM should feel free to adjudicate fumble results to fit the situation, either by slightly changing them, or declaring they have no effect. For example, a character that is already prone cannot fall and be stunned, or a "critical hit, self" result that results in a decapitation might deal the extra damage, but not actually cause one to chop one's own head off. A "hit friend" result with a ranged weapon might not hit anyone if no one is within range or line of sight, and so on. In cases where multiple fumble results are called for, roll all of them first and adjudicate/describe them in an order and combination that makes the most sense, not necessarily in the order rolled. If I were to convert this for 5E I'd change the move-equivalent action stuff to use a reaction, bonus action, or some of your movement. I'd also lower the DCs for some. I'd also have move effects - like twist ankle - that went away on a short rest or long rest. * Helms were useful because many results on the crit charts did no or lesser effect if the target is wearing a helm. ** We used a knockdown mechanic adapted from 2E Combat & Tactics [/QUOTE]
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