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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Any Rules for Critical Failure?
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<blockquote data-quote="dvvega" data-source="post: 424038" data-attributes="member: 524"><p>IMC we use the reverse critical hit system previously mentioned, </p><p></p><p>if you hit ... nothing bad happens</p><p>if you miss ... you draw an AOO (or miss a standard action fumbling with missle weapon)</p><p></p><p>if you roll another 1 ... you're flatfooted and open to AOOs (you break your missle weapon and must fix it after combat).</p><p></p><p>I use the 20/20/hit = death variant,</p><p></p><p>however i thought 1/1/miss = your own death would be a little harsh so it's just flat footed</p><p></p><p>As to the critical fumble range = critical hit range ... </p><p></p><p>Jeph argued that the range means it's easier to handle and direct. I have to disagree. The reason the pointier weapons like a rapier have a higher range (I think) is due to their very nature. They can be inserted between armour plating easier, find the hole in the chain links, etc. And once it goes it, it bypasses muscle much better and bones etc etc.</p><p></p><p>The rapier is quite a nice weapon, but to be truly expert you need to train long and hard. I would say the fumble range = crit range. However I would modify this. If you're weapon focused it would reduce the fumble range by 1 ... specialise it would reduce by another 1 (at no time will you get a 0 fumble range since it's all random - however one could argue that a true master would never fumble his weapon). </p><p></p><p>IMC using the 1/1/miss system ...</p><p>any weapon related feat (that specifically requires the chocie of a weapon - focus/specialisation/finesse/imp critical) reduces first the fumble range by 1 and then the severity of fumbles ... or something like that.</p></blockquote><p></p>
[QUOTE="dvvega, post: 424038, member: 524"] IMC we use the reverse critical hit system previously mentioned, if you hit ... nothing bad happens if you miss ... you draw an AOO (or miss a standard action fumbling with missle weapon) if you roll another 1 ... you're flatfooted and open to AOOs (you break your missle weapon and must fix it after combat). I use the 20/20/hit = death variant, however i thought 1/1/miss = your own death would be a little harsh so it's just flat footed As to the critical fumble range = critical hit range ... Jeph argued that the range means it's easier to handle and direct. I have to disagree. The reason the pointier weapons like a rapier have a higher range (I think) is due to their very nature. They can be inserted between armour plating easier, find the hole in the chain links, etc. And once it goes it, it bypasses muscle much better and bones etc etc. The rapier is quite a nice weapon, but to be truly expert you need to train long and hard. I would say the fumble range = crit range. However I would modify this. If you're weapon focused it would reduce the fumble range by 1 ... specialise it would reduce by another 1 (at no time will you get a 0 fumble range since it's all random - however one could argue that a true master would never fumble his weapon). IMC using the 1/1/miss system ... any weapon related feat (that specifically requires the chocie of a weapon - focus/specialisation/finesse/imp critical) reduces first the fumble range by 1 and then the severity of fumbles ... or something like that. [/QUOTE]
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Any Rules for Critical Failure?
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