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Explain the appeal of critical fumbles to me
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<blockquote data-quote="VengefulGazeofGod" data-source="post: 3975548" data-attributes="member: 13371"><p>I played in a campaign years back that involved a complex 20 minute fumble pamphlet that was broken down by class/weapon/level and that involved rolling on no less then four charts before it actually gleaned a result. The results included things like: "You tripped and landed face first on the ground, loss 1d4 points charisma." Or, "I don't care if you wield a +7 Holy Vorpal Keen Flaming Burst Animated Bane Longstick of Smiting, you simply didn't hit your opponent and the weapon shatters into millions of tiny pieces." As well as, "Spell rebounds on caster who takes full damage and is allowed no save."</p><p>I played with them for almost a year out of lack of an alternative group and lost no less then 9 total ability points and had to be resurrected once as a result of the "Pamphlet of Doom and Despair".</p><p></p><p>My current group has you re-roll the attack you rolled a 1 on, if that roll does not hit the targets AC then that attack misses and you loss all remaining attacks for the round. If the re-roll would fit the targets AC then the attack is simply a miss. Simple right? Not if you get 7 attacks a round and you roll a 1 on the first and you can't seem to roll higher then a 5 that day.</p><p>But I can live with that.</p><p></p><p>When I DM I use the 1 is a -20, 20 is a +20 rule. It is simple and still seems to make sense at higher levels.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p></p><p>*I just realized that I have broken my own lurkers creed!!*</p></blockquote><p></p>
[QUOTE="VengefulGazeofGod, post: 3975548, member: 13371"] I played in a campaign years back that involved a complex 20 minute fumble pamphlet that was broken down by class/weapon/level and that involved rolling on no less then four charts before it actually gleaned a result. The results included things like: "You tripped and landed face first on the ground, loss 1d4 points charisma." Or, "I don't care if you wield a +7 Holy Vorpal Keen Flaming Burst Animated Bane Longstick of Smiting, you simply didn't hit your opponent and the weapon shatters into millions of tiny pieces." As well as, "Spell rebounds on caster who takes full damage and is allowed no save." I played with them for almost a year out of lack of an alternative group and lost no less then 9 total ability points and had to be resurrected once as a result of the "Pamphlet of Doom and Despair". My current group has you re-roll the attack you rolled a 1 on, if that roll does not hit the targets AC then that attack misses and you loss all remaining attacks for the round. If the re-roll would fit the targets AC then the attack is simply a miss. Simple right? Not if you get 7 attacks a round and you roll a 1 on the first and you can't seem to roll higher then a 5 that day. But I can live with that. When I DM I use the 1 is a -20, 20 is a +20 rule. It is simple and still seems to make sense at higher levels. :cool: *I just realized that I have broken my own lurkers creed!!* [/QUOTE]
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