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<blockquote data-quote="SirAntoine" data-source="post: 6501432" data-attributes="member: 6731904"><p>I guess I would increase the round length back up to one minute, but most players don't care that much about that degree of realism. I take the point, being somewhat of a die-hard for realism myself, and if the round is one minute long, then characters would fumble, on average, once in twenty full minutes of combat. That seems quite realistic. Higher level warriors will be able to recover much more easily.</p><p></p><p>It's not adequate if the character just has a penalty to their next attack. The opposite has to happen, and that means they need to be exposed to more damage by their opponent. They should also lose their next attack because some recovery is needed. I also use weapon breaks, skids on slippery surfaces, falls from horses, and hitting yourself or someone else nearby. When my players roll a 1, they cringe and curse themselves! It adds to the flavor, to the unpredictability of combat immensely.</p><p></p><p>For higher level play, I don't even just want them to say it's bad, I want them to dread it and there is nothing better than a table of fumble results like the one Murkmoldiev wrote. When they see the DM have to flip to the tables and roll what the outcome is, that's when it gets good. The monsters nearby are just waiting for them to fall down or be disarmed, to take their weapons.</p><p></p><p>When they're ready for that difficulty, they should get it!</p></blockquote><p></p>
[QUOTE="SirAntoine, post: 6501432, member: 6731904"] I guess I would increase the round length back up to one minute, but most players don't care that much about that degree of realism. I take the point, being somewhat of a die-hard for realism myself, and if the round is one minute long, then characters would fumble, on average, once in twenty full minutes of combat. That seems quite realistic. Higher level warriors will be able to recover much more easily. It's not adequate if the character just has a penalty to their next attack. The opposite has to happen, and that means they need to be exposed to more damage by their opponent. They should also lose their next attack because some recovery is needed. I also use weapon breaks, skids on slippery surfaces, falls from horses, and hitting yourself or someone else nearby. When my players roll a 1, they cringe and curse themselves! It adds to the flavor, to the unpredictability of combat immensely. For higher level play, I don't even just want them to say it's bad, I want them to dread it and there is nothing better than a table of fumble results like the one Murkmoldiev wrote. When they see the DM have to flip to the tables and roll what the outcome is, that's when it gets good. The monsters nearby are just waiting for them to fall down or be disarmed, to take their weapons. When they're ready for that difficulty, they should get it! [/QUOTE]
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