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Explain the appeal of critical fumbles to me
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<blockquote data-quote="Snapdragyn" data-source="post: 3974278" data-attributes="member: 12432"><p>I used to like critical fumbles simply for symmetry with critical hits. Having played Heroes a bit with a DM who uses a luck mechanic (& I don't know Heroes rules well enough to know if that's core or houseruled), I find that I like the concept that crits (good or bad) seem to be trying to emulate a lot (a bit of luck in combat), but don't like the implementation in D&D.</p><p></p><p>What I like about the luck mechanic this particular DM uses is that it sets the stage for some wonky high-drama scenes - suddenly something <em>completely</em> unexpected (& with his descriptions, usually quite cinematic) happens, & the result can have a significant effect on the encounter. A good result is worth a lot more than a crit, while a bad result is worse than a dropped or broken weapon - but without being an automatic or tabulated result that leaves us maimed or without equipment. I think the DMing is key, here, as some of our most entertaining moments have come from dealing with bizarre, 'oh sh...!' results of bad luck rolls.</p><p></p><p>The main difference from the D&D mechanic is that the player usually chooses to take this wild chance; there is no automatic 1/x crit chance on every attack roll (I believe one character has a power that forces him to make luck rolls at times, but don't know for certain). This allows the DM to give the outcome a greater effect than crits in D&D, & lets the players avoid risking harsh negatives if we so prefer.</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 3974278, member: 12432"] I used to like critical fumbles simply for symmetry with critical hits. Having played Heroes a bit with a DM who uses a luck mechanic (& I don't know Heroes rules well enough to know if that's core or houseruled), I find that I like the concept that crits (good or bad) seem to be trying to emulate a lot (a bit of luck in combat), but don't like the implementation in D&D. What I like about the luck mechanic this particular DM uses is that it sets the stage for some wonky high-drama scenes - suddenly something [I]completely[/I] unexpected (& with his descriptions, usually quite cinematic) happens, & the result can have a significant effect on the encounter. A good result is worth a lot more than a crit, while a bad result is worse than a dropped or broken weapon - but without being an automatic or tabulated result that leaves us maimed or without equipment. I think the DMing is key, here, as some of our most entertaining moments have come from dealing with bizarre, 'oh sh...!' results of bad luck rolls. The main difference from the D&D mechanic is that the player usually chooses to take this wild chance; there is no automatic 1/x crit chance on every attack roll (I believe one character has a power that forces him to make luck rolls at times, but don't know for certain). This allows the DM to give the outcome a greater effect than crits in D&D, & lets the players avoid risking harsh negatives if we so prefer. [/QUOTE]
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