We adapted our old crit and fumble tables to #rd Ed by doing this:
At the beginning of the night, we roll a d4 to determine how closely the gods will be watching the character(s) during the gaming session (each player makes a roll). Then, that number become the "threat range" for something dramatic happening.
Example
- At the beginning of the night, Bob rolls the d4 and it come up 3, he records that in some way and proceeds with play. During a combat later in the fight, Bob rolls a natural 20 has a threat on weapon (doesn't matter what it is). He then rolls to confirm the critical, and succeeds with an attack roll of 23 after modifiers (natural 14 + 7 in mods). He then compares his actual rolled d20 # to 21 - the roll of the d4 (in this case that comes to 18) and determines if the gods played a roll in that attack. Since 14 does not fall under the 3 number of 18, 19, or 20 he finds that the hit was through skill alone, and rolls damage accordingly.
Later Bob (who rolls lots of attacks) rolls a natural 1, and has a "fumble threat." He rolls the dies again and gets 9 after mods (natural 2+7 in mods). For fumbles, he must compare his natural roll to 0+the d4 roll (or in this case, a total of 3). Since the 2 falls in the rang of 1,2 and 3, he has critically fumbled. If he had not critically fumbled, the opponent would have gotten an AoO on him (if in melee), but in the case, he must roll % dice to determine exactly how badly things turned out - the DM then makes a judgement call based on how high the % die roll is, and describes something suitably awful.
(results have included things like slipping and falling on rocks to a prone position for lower % rolls, all the way up through random environmental effects, like mudslides and falling trees (in the middle % range) and ending up at direct divine intervention through powerful magic, proxies, etc at 00).
Admittedly, now that I get iterative attacks the likelihood rises for fumbles, but it rises just as quickly for crits...
At the beginning of the night, we roll a d4 to determine how closely the gods will be watching the character(s) during the gaming session (each player makes a roll). Then, that number become the "threat range" for something dramatic happening.
Example
- At the beginning of the night, Bob rolls the d4 and it come up 3, he records that in some way and proceeds with play. During a combat later in the fight, Bob rolls a natural 20 has a threat on weapon (doesn't matter what it is). He then rolls to confirm the critical, and succeeds with an attack roll of 23 after modifiers (natural 14 + 7 in mods). He then compares his actual rolled d20 # to 21 - the roll of the d4 (in this case that comes to 18) and determines if the gods played a roll in that attack. Since 14 does not fall under the 3 number of 18, 19, or 20 he finds that the hit was through skill alone, and rolls damage accordingly.
Later Bob (who rolls lots of attacks) rolls a natural 1, and has a "fumble threat." He rolls the dies again and gets 9 after mods (natural 2+7 in mods). For fumbles, he must compare his natural roll to 0+the d4 roll (or in this case, a total of 3). Since the 2 falls in the rang of 1,2 and 3, he has critically fumbled. If he had not critically fumbled, the opponent would have gotten an AoO on him (if in melee), but in the case, he must roll % dice to determine exactly how badly things turned out - the DM then makes a judgement call based on how high the % die roll is, and describes something suitably awful.
(results have included things like slipping and falling on rocks to a prone position for lower % rolls, all the way up through random environmental effects, like mudslides and falling trees (in the middle % range) and ending up at direct divine intervention through powerful magic, proxies, etc at 00).
Admittedly, now that I get iterative attacks the likelihood rises for fumbles, but it rises just as quickly for crits...