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Any Rules for Critical Failure?
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<blockquote data-quote="Celebrim" data-source="post: 425975" data-attributes="member: 4937"><p>I use the roll a 1, make a dex check vs. DC 10 system. If the dex check fails, then depending on how bad it fails and your current situation is how bad the thing that happens to you is. Usually it is dropping a weapon, applying weapon damage to the weapon itself because you struck something clumsily, becoming flat footed or off balance, falling down or the like. Ocassionally, if you are firing into melee or such it means shooting at the wrong target or if the check was really really bad hitting yourself in the foot.</p><p></p><p>If there are situational modifiers that effect balance I tend to apply those as well.</p><p></p><p>I've been meaning to write up a system to formalize that, but I haven't had the time.</p><p></p><p>For weapons that I really don't like and find unrealistic and clumsy, such as all the double weapons but the quarterstaff, I have an enlarged fumble range of 1-2 or higher depending on just how stupid the weapon looks or how difficult it would actually be to weild. Realisticly, I probably should add the scythe to the list with increased fumble range, but it hasn't come up yet and I really don't have anything against the scythe mechanicswise.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 425975, member: 4937"] I use the roll a 1, make a dex check vs. DC 10 system. If the dex check fails, then depending on how bad it fails and your current situation is how bad the thing that happens to you is. Usually it is dropping a weapon, applying weapon damage to the weapon itself because you struck something clumsily, becoming flat footed or off balance, falling down or the like. Ocassionally, if you are firing into melee or such it means shooting at the wrong target or if the check was really really bad hitting yourself in the foot. If there are situational modifiers that effect balance I tend to apply those as well. I've been meaning to write up a system to formalize that, but I haven't had the time. For weapons that I really don't like and find unrealistic and clumsy, such as all the double weapons but the quarterstaff, I have an enlarged fumble range of 1-2 or higher depending on just how stupid the weapon looks or how difficult it would actually be to weild. Realisticly, I probably should add the scythe to the list with increased fumble range, but it hasn't come up yet and I really don't have anything against the scythe mechanicswise. [/QUOTE]
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