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<blockquote data-quote="Paraxis" data-source="post: 6502612" data-attributes="member: 13009"><p>I am not a fan of fumbles, but have come to realize some players enjoy them so I came up with this.</p><p></p><p>On a natural 1 when you make an attack or ability check, the person rolling <strong>CAN</strong> opt to re-roll the die and take the new result. If the new roll is a success, good for them. If the re-roll fails, a fumble occurs. Halfling luck, if a halfling wants to risk a fumble he can roll two d20's taking the higher, or he can just re-roll a single d20 like normal if he wants.</p><p></p><p>Fumbles, the DM picks something from this list or comes up with another suitable effect.</p><p></p><p><strong>+</strong>Tool or weapon being used breaks, until repaired any task attempted with the item is at disadvantage until it is repaired. Magic items are normally immune to this effect.</p><p><strong>+</strong>Injury to self, something went wrong and you got hurt. Damage varies.</p><p>+Injury to others, if you fumble while someone is providing a cover bonus to the targets AC you strike one of the creatures giving the cover bonus instead.</p><p><strong>+</strong>Disadvantage to all your next attack, save, ability cheuck before the end of your next turn. This could be psychological, getting smacked in the head, or wrenching some muscle, a good time to take non-attack actions like Dodge.</p><p><strong>+</strong>Grant advantage to attackers until the start of your next turn.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6502612, member: 13009"] I am not a fan of fumbles, but have come to realize some players enjoy them so I came up with this. On a natural 1 when you make an attack or ability check, the person rolling [B]CAN[/B] opt to re-roll the die and take the new result. If the new roll is a success, good for them. If the re-roll fails, a fumble occurs. Halfling luck, if a halfling wants to risk a fumble he can roll two d20's taking the higher, or he can just re-roll a single d20 like normal if he wants. Fumbles, the DM picks something from this list or comes up with another suitable effect. [B]+[/B]Tool or weapon being used breaks, until repaired any task attempted with the item is at disadvantage until it is repaired. Magic items are normally immune to this effect. [B]+[/B]Injury to self, something went wrong and you got hurt. Damage varies. +Injury to others, if you fumble while someone is providing a cover bonus to the targets AC you strike one of the creatures giving the cover bonus instead. [B]+[/B]Disadvantage to all your next attack, save, ability cheuck before the end of your next turn. This could be psychological, getting smacked in the head, or wrenching some muscle, a good time to take non-attack actions like Dodge. [B]+[/B]Grant advantage to attackers until the start of your next turn. [/QUOTE]
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