MarauderX
Explorer
Mostly this is for use with the Correl campaign (see the story hour here). Since everyone is now at 2nd level or so, I am laying down a more 'final' fumble chart for our game. Injury to self is included, though the chances and damage are small.
The results on this fumble table are to convey the randomness and panic of combat and how situations can change with luck. All characters are subject to the chart - PCs, NPCs & critters alike; a d20 does not discriminate, and neither should a DM.
Skill fumbles are subject to circumstance. Mostly the skill fumbles are for critical moments when a PC is trying to accomplish something under the duress of combat or time. A character swimming and failing a skill check suffers the normal drowning penalties in addition to the results from the fumble chart. Some skill checks will not apply: a rogue picking a lock and being dazed for a round when Taking 20 will not suffer the results unless combat occurs.
Skill fumbles are ignored for Heal checks as well as for any non-action checks (Knowledge, Intimidate, Appraise, etc.).
Comments welcome...
The results on this fumble table are to convey the randomness and panic of combat and how situations can change with luck. All characters are subject to the chart - PCs, NPCs & critters alike; a d20 does not discriminate, and neither should a DM.
Skill fumbles are subject to circumstance. Mostly the skill fumbles are for critical moments when a PC is trying to accomplish something under the duress of combat or time. A character swimming and failing a skill check suffers the normal drowning penalties in addition to the results from the fumble chart. Some skill checks will not apply: a rogue picking a lock and being dazed for a round when Taking 20 will not suffer the results unless combat occurs.
Skill fumbles are ignored for Heal checks as well as for any non-action checks (Knowledge, Intimidate, Appraise, etc.).
A critical fumble happens after rolling a natural 1 followed by a d20 roll of 1-7, unmodified. Anything greater than that is considered a regular ‘miss’ or ‘failure’. Magical weapons add +1 for each bonus it possesses to the second d20 roll and has additional resistance for being sundered. A character may add +1 to the second d20 roll for each Weapon Focus and Weapon Specialization if using the weapon to which the feats apply. A character that is not trained to use the weapon or skill suffers a –2 penalty to the second d20 roll.
Fumble chart #1: Melee
D20 roll: Result:
1 Stunned for 1 round and injury to self. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). Roll 1d4 (or weapon damage, whichever is lower) and subtract from your HP as lethal damage. Poison and other effects from your own weapons do not apply. This is typically the result of an accidental move that results in injury, such as twisting an ankle, mishandling equipment, and/or random external effects. It is not a reflection of a character’s ineptitude with a weapon or training, but merely a result of rolling two 1’s in a row that shows by incorrectly placing a blow.
2 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).
3 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
4 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
5 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
6 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
Fumble chart #2: Ranged
D20 roll: Result:
1 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).
2 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
3 Sunder weapon. Weapon must be taken to a professional crafter/smithy for repair. Magical weapons have resistance to being sundered.
4 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
5 Disarmed. The weapon falls to the ground in the PC’s square(9-10 on d10) or a square adjacent(1-8 on d10). If the character was attempting to trip, the character instead is tripped and falls prone in the space he initiated the trip unless a balance check DC=20 is made.
6 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
Fumble chart #3: Skills
D20 roll: Result:
1 Stunned for 1 round. A stunned character drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). Any repeated checks within 24 hours are subject to a –4 penalty.
2 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
3 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without making a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
4 Drop item. The character accidentally drops a random item (player’s choice) to the ground and does not notice without a spot check DC=20. Other players may also make a spot check if they are adjacent to the character.
5 Dazed for 2 rounds. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
6 Dazed for 2 rounds. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
7 Dazed for 1 round. The creature is unable to act normally. A dazed character can take no actions, but has no penalty to AC.
Comments welcome...