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Critical Hits and Fumbles
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<blockquote data-quote="Thyrwyn" data-source="post: 6502680" data-attributes="member: 12354"><p>Nah, my bad - I wasn't offended. Just overly snarky it seems <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I was trying to address the fact that fair=/=equal (see my later post on the subject - much more eloquent). Criticals let you do a less than an extra hit's worth of damage (because static values aren't doubled); therefore, I would hesitate to add fumble rules that take away as much or more than one hit's worth of damage. </p><p></p><p>Some systems - 2nd & 3rd editions of RuneQuest come to mind - where the chance to critical/fumble change in relation to your chance to succeed, see less swing from fumble rules, because experts are <em>less</em> likely to fumble per action than novices, and more likely to critical. In those systems, criticals are one of the rewards of increased proficiency, and fumbles are a disincentive to try the truly outrageous. When the chance of either occurring are the same on every roll of the die it is pure dumb luck that makes the difference.</p></blockquote><p></p>
[QUOTE="Thyrwyn, post: 6502680, member: 12354"] Nah, my bad - I wasn't offended. Just overly snarky it seems :) I was trying to address the fact that fair=/=equal (see my later post on the subject - much more eloquent). Criticals let you do a less than an extra hit's worth of damage (because static values aren't doubled); therefore, I would hesitate to add fumble rules that take away as much or more than one hit's worth of damage. Some systems - 2nd & 3rd editions of RuneQuest come to mind - where the chance to critical/fumble change in relation to your chance to succeed, see less swing from fumble rules, because experts are [i]less[/i] likely to fumble per action than novices, and more likely to critical. In those systems, criticals are one of the rewards of increased proficiency, and fumbles are a disincentive to try the truly outrageous. When the chance of either occurring are the same on every roll of the die it is pure dumb luck that makes the difference. [/QUOTE]
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