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Critical Failures
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<blockquote data-quote="Hillsy7" data-source="post: 7210738" data-attributes="member: 6689191"><p>I'd simply say the next attack has disadvantage (for a melee crit fail) to represent recovering after a slip, trip, or getting your axe embedded in a cavern wall after a serious miscalulation - this punishes you less for melee characters with multiple attacks as it's 1 disadvantage out of many attacks.</p><p></p><p>For spell-casters it's trickier a little trickier. Maybe your next spell does half damage, lasts half as long, or you have to make a concentration check every round due to giving yourself a massive headache casting the previous spell incorrectly. I'd probably look to breaking spells into broad categories and apply the "Next spell does" to all in that group.</p><p></p><p>Saving throws - probably the reverse of the above (Does half again as much damage, lasts twice as long, saves each turn against that 1 spell have disadvantage)</p><p></p><p>Skill checks - disadvantage on that next check due to self-doubt, self-injury, or being entangled in a pile of cans and string.....</p><p></p><p>These are all purely mechanical solutions - there's a tonne of more fun and narrative ways of bringing it into play that makes everything interesting and less rigid. So you could attack a colleague by accident, but just give them a DEX save to avoid a token d6 of damage. Or take inspriration as a GM on a Crit Fail, give free inspiration if the monsters roll a 1......Or nick from FATE and have the ASPECT "Crit Fail" on whomever screwed up that the GM or Player can activate to add/subtract 1 inspiration to the roll (Takes a standard action to clear/compose oneself).</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7210738, member: 6689191"] I'd simply say the next attack has disadvantage (for a melee crit fail) to represent recovering after a slip, trip, or getting your axe embedded in a cavern wall after a serious miscalulation - this punishes you less for melee characters with multiple attacks as it's 1 disadvantage out of many attacks. For spell-casters it's trickier a little trickier. Maybe your next spell does half damage, lasts half as long, or you have to make a concentration check every round due to giving yourself a massive headache casting the previous spell incorrectly. I'd probably look to breaking spells into broad categories and apply the "Next spell does" to all in that group. Saving throws - probably the reverse of the above (Does half again as much damage, lasts twice as long, saves each turn against that 1 spell have disadvantage) Skill checks - disadvantage on that next check due to self-doubt, self-injury, or being entangled in a pile of cans and string..... These are all purely mechanical solutions - there's a tonne of more fun and narrative ways of bringing it into play that makes everything interesting and less rigid. So you could attack a colleague by accident, but just give them a DEX save to avoid a token d6 of damage. Or take inspriration as a GM on a Crit Fail, give free inspiration if the monsters roll a 1......Or nick from FATE and have the ASPECT "Crit Fail" on whomever screwed up that the GM or Player can activate to add/subtract 1 inspiration to the roll (Takes a standard action to clear/compose oneself). [/QUOTE]
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