Brother MacLaren said:
I have never seen a critical fumble table that required that the PC be under attack. All that is required is that the PC be attacking a target.
Now those are some harsh DMs.

In our experiences, crit fumbles were only used in combat, never in archery practice or fencing practice. I used to use one system which used a percentile table:
26 and higher: no effect other than a miss
01-02: damage to self (normal weapon damage) plus weapon breakage (save for magic weapons)
03-04: damage to self, damage to tip of weapon (some effect)
05-10: damage to weapon (haft or bottom area)
etc. etc.
We got it from some Dragon magazine, I can't recall where.
On to business...
Whizbang Dustyboots said:
DMs (and players) who like critical fumbles, what's the appeal? What type of games are you looking for in your games? This is obviously a mismatch of expectations here, so I'm wondering what my expectations should be.
Why do I like critical fumbles?
1: They introduce variety in combat. Just like we laugh when Indy lost his gun and has to fist-fight the cultist, or a fighter in a movie has his sword break and has to improvise, they introduce a bit of chaos into a regimented round-by-round combat, and change things up a bit.
2: They emphasize that combat is not always the first and best option. You could put down the enemy with a crit hit and get lucky, but you could also break your greataxe and have to fix the damn thing. Think before you fire the first salvo.
3: They introduce a reason to buy a new weapon other than, "my +1 is old and I can afford a +2 now." People bring up how unfun this is when using legacy weapons and the like, but legacy weapons isn't he only way to go in D&D; further, Narsil in Lord of the Rings is the epitome of a "Legacy Weapon", and even it was broken and reforged.
4:They're just plain fun! This last one is bit spurious, I know.
