Do fumbles add anything to the game?

Quasqueton

First Post
Does a fumble rule add anything to the game? I know, a lot of DMs make fumbles so complicated, but say the fumble rule was as simple as the critical hit rule - one additional roll for confirmation, then something standard happens.

Quasqueton
 

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Sure they do. It's a question of implementation, but I like simple critical fumbles, like you automatically drop your weapon or something like that.
 

depend on the fumble chart. Due to a good (or bad) number of rolls on a fumble chart. I had reg +3 vorpal battle axe become a cursed weapon. To make the story short every time the player would fumble his roll would cause it to hit friend, or lose grip and fly toward a friend. We decide it must be curse. add the curse. Then even after I pick up and move out state the new group got the weapon and activiated the curse without knowing it. The curse was owner would lose his head to the axe. I forget the verse that when with it.
 

In my experience, fumbles tend to create lots of completely comical moments, especially when two or three of them happen in a row. I don't think I'd use fumbles if I wanted to make sure that the game stays serious. Or maybe I'd set the rules so that fumbles are exceedingly rare.
 


Once in a great while, if someone rolls an automatic failure I'll have something bad happen (shoot a friend, bowstring snaps, etc). It's not something I'd like to see on a regular basis though.
 

Joshua Dyal said:
Yeah, like have a "fumble threat" and you have to miss again to confirm? :p
Great idea - this way, things like dire flails, spiked chains, or two-bladed lightsabers could have something like 1-3... :D
 

I like fumble rules- if you can critically hit, you should also be prone to fumbling. If a PC rolls a natural 1, I have them make a DC 15 Reflex save, and if they fail, they fumble. Here are my tables:

Result
1 Drop weapon
2 Damage weapon
3 Provoke AoO/Distracted, no further missile attacks this round if missile
4 Hit target nearest intended target (roll separate attack roll)- if no other target near, roll attack on self
5 Off balance: Suffer -1 AC until next action
6 Move 5' in random direction due to momentum of attack
7 Trip self
8 Pull muscle, -1 on all physical activity (attacks, skill checks) for next 1d6 rounds
 
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I think fumbles like critical bring a certain dose of the unpredictable... and that helps players stop thinking combat is a mathematical exchange of rolled numbers.

Even an easy combat can go nasty... and especially a desperate combat can be turned around by criticals or the PCs saved by the monsters fumbling. This helps avoid complacency by players. Combat is hectic and accidents happen.
 

I used fumbles, but instead of "confirming the fumble" on the roll of a natural 1 - i just roll on the chart and according to the result there is a save or stat check against the effect (typically reflex)- essentially creating a "confirm roll".
 

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