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Explain the appeal of critical fumbles to me
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<blockquote data-quote="Henry" data-source="post: 3976303" data-attributes="member: 158"><p>Now those are some harsh DMs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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:</p><p></p><p>26 and higher: no effect other than a miss</p><p>01-02: damage to self (normal weapon damage) plus weapon breakage (save for magic weapons)</p><p>03-04: damage to self, damage to tip of weapon (some effect)</p><p>05-10: damage to weapon (haft or bottom area)</p><p>etc. etc.</p><p></p><p>We got it from some Dragon magazine, I can't recall where.</p><p></p><p>On to business...</p><p></p><p></p><p></p><p>Why do I like critical fumbles?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>4:They're just plain fun! This last one is bit spurious, I know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 3976303, member: 158"] 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... 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. :) [/QUOTE]
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