Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Critical Fumbles a core rule?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fanaelialae" data-source="post: 7150277" data-attributes="member: 53980"><p>FWIW, my table has been using the four Crit/Fumble/Luck decks from Nord Games, and everyone really seems enjoy them. They're basically the one house rule that all 3 DMs at the table agree on. <a href="https://nordgamesllc.com/product/critical-fail-deck/" target="_blank">https://nordgamesllc.com/product/critical-fail-deck/</a></p><p></p><p>There is a separate crit deck for DMs and players, IMO because things like horrific dismemberment are less impacting for NPCs than PCs. The decks have crits for bludgeoning, piercing, slashing, and magic effects. (Particularly for magic, not all effects apply but the simple rule is to just keep drawing if that happens).</p><p></p><p>The fumble deck is shared by DMs and players. It also has four categories: melee, ranged, natural attack, and magic.</p><p></p><p>All three of the decks above have their effects categorized by tier of play, if you don't want to introduce the deadliest possibilities at low levels.</p><p></p><p>The luck deck is half natural 1 and half natural 20 cards (meant to be used as 2 separate decks). When a player rolls a natural 1, the DM gets a nat 1 (bad luck) card that he can use against the PCs (they have different effects, such as adding 1d6 to a monster's attack roll or dropping a PC to the bottom of the initiative order). A player who rolls a natural 20, on the other hand, gets a nat 20 (good luck) card that he can play at a later time for a positive effect, such as improving an outcome or adding 1d6 to a saving throw. Each card has a different effect (though I think there are a few duplicates).</p><p></p><p>The way I avoid the predicament of high level fighters being masters of fumbling is to give players a choice between a fumble card or a bad luck card on a nat 1. As such, the player is in control of the rate at which he fumbles. If he never wants to fumble, the DM may accumulate a significant number of bad luck cards on a night when the dice are cold (which the players are likely to rue at some point), but the PC's skill in battle is untarnished. Plus, such a player can amass a significant number of good luck cards to help cancel out the bad. (Similarly, I give them the choice between a crit card and a good luck card on a nat 20, which negates the annoyance of wasting a crit on a goblin with 1 hp.)</p><p></p><p>I also ruled that any unused cards are returned to the deck at the end of a session, because my players will hoard their resources whenever possible and this forces them to use it or lose it (otherwise there might not be any good luck cards left in the deck by the end of the campaign).</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7150277, member: 53980"] FWIW, my table has been using the four Crit/Fumble/Luck decks from Nord Games, and everyone really seems enjoy them. They're basically the one house rule that all 3 DMs at the table agree on. [url]https://nordgamesllc.com/product/critical-fail-deck/[/url] There is a separate crit deck for DMs and players, IMO because things like horrific dismemberment are less impacting for NPCs than PCs. The decks have crits for bludgeoning, piercing, slashing, and magic effects. (Particularly for magic, not all effects apply but the simple rule is to just keep drawing if that happens). The fumble deck is shared by DMs and players. It also has four categories: melee, ranged, natural attack, and magic. All three of the decks above have their effects categorized by tier of play, if you don't want to introduce the deadliest possibilities at low levels. The luck deck is half natural 1 and half natural 20 cards (meant to be used as 2 separate decks). When a player rolls a natural 1, the DM gets a nat 1 (bad luck) card that he can use against the PCs (they have different effects, such as adding 1d6 to a monster's attack roll or dropping a PC to the bottom of the initiative order). A player who rolls a natural 20, on the other hand, gets a nat 20 (good luck) card that he can play at a later time for a positive effect, such as improving an outcome or adding 1d6 to a saving throw. Each card has a different effect (though I think there are a few duplicates). The way I avoid the predicament of high level fighters being masters of fumbling is to give players a choice between a fumble card or a bad luck card on a nat 1. As such, the player is in control of the rate at which he fumbles. If he never wants to fumble, the DM may accumulate a significant number of bad luck cards on a night when the dice are cold (which the players are likely to rue at some point), but the PC's skill in battle is untarnished. Plus, such a player can amass a significant number of good luck cards to help cancel out the bad. (Similarly, I give them the choice between a crit card and a good luck card on a nat 20, which negates the annoyance of wasting a crit on a goblin with 1 hp.) I also ruled that any unused cards are returned to the deck at the end of a session, because my players will hoard their resources whenever possible and this forces them to use it or lose it (otherwise there might not be any good luck cards left in the deck by the end of the campaign). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Critical Fumbles a core rule?
Top