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Explain the appeal of critical fumbles to me
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<blockquote data-quote="Phoenix8008" data-source="post: 3976753" data-attributes="member: 211"><p>Okay, here is the system I've been using for awhile for critical fumbles: If you roll a 1, then you make a Dex check (DC 10). If you make the Dex check, you hold onto your weapon. Otherwise, your weapon/ranged attack/spell is dropped/thrown/misfired/etc. To determine where it goes, roll a d4 and a d8. d8 determines direction with a 1 being straight ahead on the grid and the other numbers following clockwise around from there (1=N, 2=NE, 3=E, 4=SE, etc.). The d4 determines distance in 5' squares (1 = in your square at your feet, 2= in next 5' square, 3=10' away, 4=15' away). If the weapon/ranged attack/spell lands in an occupied square then the PC makes another attack roll against who/whatever is in that square including themselves.</p><p></p><p>I know that isn't very elegant and it adds at least one roll and maybe as many as 5 total if they hit something in the square where their weapon/attack/spell ends up. But it doesn't happen very often so it's not a great burden I feel.</p><p></p><p>As for WHY I use critical fumbles... a few reasons pop up and most have already been mentioned. None of which will change anyone's mind if they don't want to use critical fumbles. As with all things, YMMV. If it ain't for you, don't use it. I enjoy them because they add some balance and some tension into the game. Also as mentioned, they tend to generate fun and memorable stories. For some, those reasons aren't enough and that's fine. Me and my players enjoy having them and will continue to use them for as long as they do.</p><p></p><p>On a side note, I very much liked Paizo's Critical Hit deck and can't wait to see a Critical Fumble deck.</p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 3976753, member: 211"] Okay, here is the system I've been using for awhile for critical fumbles: If you roll a 1, then you make a Dex check (DC 10). If you make the Dex check, you hold onto your weapon. Otherwise, your weapon/ranged attack/spell is dropped/thrown/misfired/etc. To determine where it goes, roll a d4 and a d8. d8 determines direction with a 1 being straight ahead on the grid and the other numbers following clockwise around from there (1=N, 2=NE, 3=E, 4=SE, etc.). The d4 determines distance in 5' squares (1 = in your square at your feet, 2= in next 5' square, 3=10' away, 4=15' away). If the weapon/ranged attack/spell lands in an occupied square then the PC makes another attack roll against who/whatever is in that square including themselves. I know that isn't very elegant and it adds at least one roll and maybe as many as 5 total if they hit something in the square where their weapon/attack/spell ends up. But it doesn't happen very often so it's not a great burden I feel. As for WHY I use critical fumbles... a few reasons pop up and most have already been mentioned. None of which will change anyone's mind if they don't want to use critical fumbles. As with all things, YMMV. If it ain't for you, don't use it. I enjoy them because they add some balance and some tension into the game. Also as mentioned, they tend to generate fun and memorable stories. For some, those reasons aren't enough and that's fine. Me and my players enjoy having them and will continue to use them for as long as they do. On a side note, I very much liked Paizo's Critical Hit deck and can't wait to see a Critical Fumble deck. [/QUOTE]
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