Heh... that's exactly why I play D&D.Kelleris said:I don't play D&D so my character can randomly do something staggeringly stupid, especially at high levels.
Mallus said:Heh... that's exactly why I play D&D.
"OK, I'm going to jump off the cliff onto the dragon's back then stab it in the brain-stem with my sword. Cool!"
Back on topic, elaborate crit/fumble tables, at least the Arms Law variety, are about laughing at absurdly violent acts. Eventually done to your character. If you can laugh at losing (an arm, cornea, spleen...) then they can add a lot of enjoyment to a game.
Sure, kinda.dagger said:No one uses Torn Asunder by Bastion Press?
me said:I use a modified version of the rules found in Torn Asunder: Critical Hits, by Bastion Press
It's hard to tell them apart sometimes...Kelleris said:We appear to be working with different definitions of "staggeringly stupid."I refer to the example you gave as "awesome", actually.
Ah... I really like how M&M handles Actions Points and GM Fiat.I use a hero point system similar to that in Mutants and Masterminds in my own games precisely so I can use them as little bennies with which to bribe players into attempting crazy stuff like that.
It's a matter of taste. Anyone can screw up on occasion.By "staggeringly stupid" I mean "hurling your sword across the room like a half-trained peasant" or "doing something you've got 10 levels in doing so clumsily that everyone around you laughs."
Mallus said:It's a matter of taste. Anyone can screw up on occasion.
This of course assumes you're trying to play a character in "as cool a manner as possible"...which not all of us do, by any means!Kelleris said:Oh, definitely. I don't like that kind of critical fumble chart for the same reason you don't often see characters in movies, books, anime series, and the like doing something like hurl their weapon across the room on accident - it tends to diminish the cool factor. I prefer my screw-ups to be of the more interesting sort - "Ah, I didn't realize this fighter was served by a powerful fiend, that's gonna change things up just a tad" or "my plans did not take into account that this mage has resist energy, protection from energy, energy immunity, energy buffer, energy aegis, and contingent energy resistance all against my preferred energy type; that's gonna be a problem." Or even just acting hastily and provoking an AoO when you didn't need to. There's lots of room in the game for interesting screw-ups without having to humiliate the character whose player is trying to play him in as cool a manner as possible based on a completely random roll he can't plan for or mitigate in any way.
Lanefan said:This of course assumes you're trying to play a character in "as cool a manner as possible"...which not all of us do, by any means!I see fumbles as an essential part of the game, adding randomness and chaos along with the corresponding laughter...
Really, unless the dice forced it, how often would your "cool" character trip on a root, or break her bowstring on a shot, or miss her opponent and club her friend upside the head by mistake? These things happen. A fumble table merely acknowledges that they happen, sometimes at the wrong moment...
Aus_Snow said:I use a modified version of the rules found in Torn Asunder: Critical Hits, by Bastion Press (though now published by another company, IIRC).
It's great.I thoroughly recommend that book, if you like the sound of critical charts etc., for D&D 3e.
There are some interesting things to be seen in other places though: Rolemaster/MERP/HARP, WFRP, Advanced Player's Guide (by Sword & Sorcery Studios). . . and others.
For example, there are a number of homebrewed charts and systems floating on this forum, and on at least one other.