Switchblade said:
I think my hatred of fumbles in DnD goes back to my Dark Sun Thri-Kreen who had a wonderful ability to bite his wrist open, disembowel himself with every claw swing and generally be putting himself from full hp to negative hp in the first round of every fight...A crit EVERY time a one is rolled is just too much. Things going wrong for someone who knows the basics of how to wield a weapon and a proper stance by their own action is somewhat slim.
I think you can make a fair complaint that fumble mechanics slow the game down too much compared to amount they add to the game, and if that is your opinion then great; but these complaints about the silly seriousness of the fumbles is not a complaint about fumbles in general but about a particularly ridiculous implementation of them.
For example, the current version of my fumble chart looks like this:
01-07 Off Balance – Make a DC 5 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round.
08-13 Off Balance – Make a DC 10 balance check or suffer a -2 circumstance penalty on all attacks and opponents have a +2 bonus to hit you until the beginning of your next round.
14-16 Off Balance – Make a DC 5 balance check or fall prone.
17-18 Off Balance – Make a DC 10 balance check or fall prone.
19-22 Off Balance – Make a DC 10 balance check or become flatfooted until the beginning of your next round.
23-25 Off Balance – Confirm the fumble. If you fail a second time, if you are threatened by your target and the target has an available attack opportunity, the target may make a free trip attempt. If it fails, you may not attempt to trip your opponent.
26-30 Off Balance – Confirm the fumble. If you fail a second time, your weapon becomes unreadied. If you can ready a weapon as a free action, you may ignore this result.
31-33 Off Balance – Make a DC 10 balance check or lose remaining attacks in the round, and drop to the end of the initiative order.
34-35 Off Balance – Make a DC 10 balance check or lose remaining attacks in the round, and you may only take a partial action in your next round.
36-42 Clumsy Attack – DC 10 Dex check or drop weapon into your space. Ignore this result if you are using a natural weapon, or if you have a locking gauntlet.
43-47 Clumsy Attack – DC 10 Dex check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon, or if you have a locking gauntlet.
48-51 Clumsy Attack – DC 10 Str check or drop weapon into adjacent space (roll direction randomly). Ignore this result if you are attacking with a natural weapon, or if you have a locking gauntlet.
52-54 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free disarm attempt. If it fails, you may not attempt to disarm your opponent. Ignore this result if you are attacking with a natural weapon.
55-56 Clumsy Attack – Confirm the fumble. If you fail a second time, and if you are threatened by your target and the target has an available attack opportunity, the target may make a free sunder attempt. If it fails, you may not attempt to sunder your opponent’s weapon in reply. If you are attacking with a natural weapon, your opponent receives an attack of opportunity.
52-57 Drop Guard – Confirm the fumble. If you fail a second time, lose your shield bonus to AC, if you have one, until the beginning of your next round.
58-62 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +2 circumstance bonus to hit you until the beginning of your next round.
63-66 Drop Guard – Confirm the fumble. If you fail a second time, opponents have a +4 circumstance bonus to hit you until the beginning of your next round.
67-69 Drop Guard – Confirm the fumble. If you fail a second time, become flatfooted until your next action.
70-71 Drop Guard – Confirm the fumble. If you fail a second time, the target of your attack receives an attack of opportunity against you at the end of your attack.
72-74 Overexert Self – Make a DC 5 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action.
75-77 Overexert Self – Make a DC 10 endurance check or become fatigued until you can catch your breath for 1 full round in which you take no other action.
78-79 Overexert Self – Make a DC 10 endurance check or become fatigued until you can rest for 1 minute.
80-81 Overexert Self – Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Dex damage at the end of the encounter.
82-83 Overexert Self - Make a DC 5 endurance check or pull a muscle, dealing 1 pt. of Str damage at the end of the encounter.
84 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage at the end of the encounter.
85 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage at the end of the encounter.
86 Overexert Self – Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Dex damage immediately.
87 Overexert Self - Make a DC 10 endurance check or pull a muscle, dealing 1d3 pt. of Str damage immediately.
88-89 Trip Self – Confirm the fumble. If you fail a second time, make a trip attack against yourself. Ignore this result if you are using a light weapon.
90-91 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with a bludgeoning or natural weapon.
92 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. If you are using a bludgeoning weapon, the damage is not lethal. Ignore this roll if you are attacking with natural weapons.
93 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the attack is successful, deal normal damage for the weapon ignoring your strength bonus and additional damage from critical hits or sneak attacks. Ignore this roll if you are attacking with natural weapons.
94 Strike Self – Confirm the fumble. If you fail a second time, make an attack against yourself. If the If the attack is successful, deal normal damage for the weapon including your strength bonus and additional damage from critical hits, but ignoring sneak attacks or other attacks that require precision. Ignore this roll if you are attacking with natural weapons.
95-00 Roll Again Twice – Ignoring a second roll in the same category.
The table is designed to reflect the sorts of things I actually see in fights and atheletic competition. I'm rather mystified by this talk that you never actually see skilled combatants hurt themselves, slip and fall, fumble, stumble, and so forth. It's not perfect, and I'm still refining it, but you'll note that its absolutely impossible to evicerate yourself with your natural weapons on this table.
Yes, it does slow down the game. But I tend to be open to additional dice rolls if those dice rolls can have a cinematic effect. If it helps you see the fight as something more than dice being thrown and numbers being subtracted, then I don't mind slowing down the game to do it.