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Critical Fumbles a core rule?
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<blockquote data-quote="TheNoremac42" data-source="post: 7151551" data-attributes="member: 6889146"><p>Effects I give for crit fumbles generally aren't debilitating. They usually amount to a jammed crossbow, getting a blade stuck in a door/wall, butter-fingers that cause the weapon to go flying at the opponent instead, etc. Those usually require an action to amend. Sometimes, if there's another N/PC close to the target, I'll have them take half-damage from a grazing blow or an arrow that went wide. For roll-to-hit spells, the spell might backfire and blow up in the caster's face - causing them to take half-damage. Fumbles on saving throws will often involve disadvantage on the next save or extra damage (being charmed, landing on your head, or taking the full brunt of a fireball/lightning bolt).</p><p></p><p>For critical successes... They still get the double damage, but sometimes they'll get advantage on the next relevant check/save or instead take zero damage from a spell. They (usually PCs) might even cripple the opponent - giving them disadvantage on a certain attack or removing it entirely. I usually only apply extra effects for nat 20s when it's PCs doing the rolling, though.</p></blockquote><p></p>
[QUOTE="TheNoremac42, post: 7151551, member: 6889146"] Effects I give for crit fumbles generally aren't debilitating. They usually amount to a jammed crossbow, getting a blade stuck in a door/wall, butter-fingers that cause the weapon to go flying at the opponent instead, etc. Those usually require an action to amend. Sometimes, if there's another N/PC close to the target, I'll have them take half-damage from a grazing blow or an arrow that went wide. For roll-to-hit spells, the spell might backfire and blow up in the caster's face - causing them to take half-damage. Fumbles on saving throws will often involve disadvantage on the next save or extra damage (being charmed, landing on your head, or taking the full brunt of a fireball/lightning bolt). For critical successes... They still get the double damage, but sometimes they'll get advantage on the next relevant check/save or instead take zero damage from a spell. They (usually PCs) might even cripple the opponent - giving them disadvantage on a certain attack or removing it entirely. I usually only apply extra effects for nat 20s when it's PCs doing the rolling, though. [/QUOTE]
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