Some of the players in my game have expressed interest in having critical failures in the game. I will admit it is fun when the enemy rolls a natural one and things go hilariously bad for them, but the fact is that critical failures are far more devastating to player characters than to monsters.
It's also worse for characters with multiple attacks, like two weapon fighters and monks. The more you roll, the greater the chance that you will fumble. This also means that as you go up in level that your chance of a critical failure goes up. At 1st level you may only have one chance to fail, but at 11th level you have tripled your chance to fail. That doesn't make sense to me. Why would you critically fail more often when you get better?
So does anyone have a good system for critical failures that add some fun to the game, but doesn't punish players for making more attacks?
It's also worse for characters with multiple attacks, like two weapon fighters and monks. The more you roll, the greater the chance that you will fumble. This also means that as you go up in level that your chance of a critical failure goes up. At 1st level you may only have one chance to fail, but at 11th level you have tripled your chance to fail. That doesn't make sense to me. Why would you critically fail more often when you get better?
So does anyone have a good system for critical failures that add some fun to the game, but doesn't punish players for making more attacks?