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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fumble House Rule
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<blockquote data-quote="Kid Charlemagne" data-source="post: 879261" data-attributes="member: 93"><p>I thought I'd toss this house rule that I use in my campaign. I've always felt if you have criticals, you should have fumbles, too. However, it's important not to overdo it.</p><p></p><p>So, here's what I use.</p><p></p><p>If you roll a natural 1, you have to make a fumble check. The Fumble Check is an attack roll (at the PC's current attack bonus) vs. DC 15. A natural 1 on the Fumble Check is always a Fumble.</p><p></p><p>This has seemed to work very well over the course of a couple of years of use. Doesn't happen too often, but happens often enough to make it interesting.</p><p></p><p>We've played it to this point that a failed fumble check results in a dropped weapon in a square adjacent to the PC's square. I'm toying with the idea of adding a couple other possibilities, such as adding a third step (this part is untested):</p><p></p><p>On a failed fumble check, roll d6.</p><p>1-3: Drop Weapon</p><p>4: Provoke an AoO.</p><p>5: Roll damage against yourself (weapon dmg only/2) - I figure it's tough to get your full strength bonus against yourself... <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><p>6: Roll damage against your own weapon, using your full weapon damage plus modifiers, as if making a sunder attempt.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 879261, member: 93"] I thought I'd toss this house rule that I use in my campaign. I've always felt if you have criticals, you should have fumbles, too. However, it's important not to overdo it. So, here's what I use. If you roll a natural 1, you have to make a fumble check. The Fumble Check is an attack roll (at the PC's current attack bonus) vs. DC 15. A natural 1 on the Fumble Check is always a Fumble. This has seemed to work very well over the course of a couple of years of use. Doesn't happen too often, but happens often enough to make it interesting. We've played it to this point that a failed fumble check results in a dropped weapon in a square adjacent to the PC's square. I'm toying with the idea of adding a couple other possibilities, such as adding a third step (this part is untested): On a failed fumble check, roll d6. 1-3: Drop Weapon 4: Provoke an AoO. 5: Roll damage against yourself (weapon dmg only/2) - I figure it's tough to get your full strength bonus against yourself... :) 6: Roll damage against your own weapon, using your full weapon damage plus modifiers, as if making a sunder attempt. Thoughts? [/QUOTE]
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Fumble House Rule
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