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Fumble House Rule
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<blockquote data-quote="Drawmack" data-source="post: 890187" data-attributes="member: 4981"><p>here is what we use, it makes fumbling rare, but damn near deadly. I hope you all don't mind the pseudo code.</p><p></p><p><strong>:Start</strong></p><p>Make Attack Roll</p><p>If Unmodified Attack Roll >= Min Crit Range Goto CritCheck</p><p>Else If Unmodified Attack Roll = 1 Goto FumbCheck</p><p>Else If Modified Attack Roll > Target's AC Goto RptDmg</p><p>Else If Modified Attack Roll < Target's AC Goto RptMiss</p><p></p><p><strong>:CritCheck</strong></p><p>Make a new attack roll at the same modifiers. </p><p>If new attack roll = 20 Goto CDG</p><p>Else If new attack roll > target's AC Goto RptCrit</p><p>Else Goto RptDmg</p><p></p><p><strong>:FumbCheck</strong></p><p>Make a new attack roll at the same modifiers</p><p>If new attack roll = 1 Goto RptFumble</p><p>Else If New attack roll < target's AC Goto RptCritMiss</p><p>Else Goto RptMiss</p><p></p><p><strong>:RptDmg</strong></p><p>The character has done standard damage. Describe the action and have them roll standard damage</p><p></p><p><strong>:RptMiss</strong></p><p>The character has missed their target describe the action.</p><p></p><p><strong>:RptCrit</strong></p><p>The character has hit their target with unbelievable acuracy. Describe the action and have them roll critical damage.</p><p></p><p><strong>:RptCritMiss</strong></p><p>The character has grown two left feet. They fall, or stumble. Effects are bad but have no game effect aside from stopping any additional, full-attack action, attacks this round.</p><p></p><p><strong>:RptCDG</strong></p><p>With skill, luck and the smile of a god this character has performed a Coupe De Gras against a non-helpless foe. Describe the action and use the standard CDG rules.</p><p></p><p><strong>:RptFumble</strong></p><p>This is bad, really bad. A non-magical weapon has broken. The blade snapped, the bow string broke. Be creative but make the weapon dead. Magical weapons have become useless for the remainer of this battle. It's lodged in stone. The string came off of the bow, but did not break just came off. Be creative but the weapon cannot be used without taking 10 (That's 10 rounds of inaction) to fix it.</p><p></p><p>They seem a little complex but in play the run very quickly.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 890187, member: 4981"] here is what we use, it makes fumbling rare, but damn near deadly. I hope you all don't mind the pseudo code. [b]:Start[/b] Make Attack Roll If Unmodified Attack Roll >= Min Crit Range Goto CritCheck Else If Unmodified Attack Roll = 1 Goto FumbCheck Else If Modified Attack Roll > Target's AC Goto RptDmg Else If Modified Attack Roll < Target's AC Goto RptMiss [b]:CritCheck[/b] Make a new attack roll at the same modifiers. If new attack roll = 20 Goto CDG Else If new attack roll > target's AC Goto RptCrit Else Goto RptDmg [b]:FumbCheck[/b] Make a new attack roll at the same modifiers If new attack roll = 1 Goto RptFumble Else If New attack roll < target's AC Goto RptCritMiss Else Goto RptMiss [b]:RptDmg[/b] The character has done standard damage. Describe the action and have them roll standard damage [b]:RptMiss[/b] The character has missed their target describe the action. [b]:RptCrit[/b] The character has hit their target with unbelievable acuracy. Describe the action and have them roll critical damage. [b]:RptCritMiss[/b] The character has grown two left feet. They fall, or stumble. Effects are bad but have no game effect aside from stopping any additional, full-attack action, attacks this round. [b]:RptCDG[/b] With skill, luck and the smile of a god this character has performed a Coupe De Gras against a non-helpless foe. Describe the action and use the standard CDG rules. [b]:RptFumble[/b] This is bad, really bad. A non-magical weapon has broken. The blade snapped, the bow string broke. Be creative but make the weapon dead. Magical weapons have become useless for the remainer of this battle. It's lodged in stone. The string came off of the bow, but did not break just came off. Be creative but the weapon cannot be used without taking 10 (That's 10 rounds of inaction) to fix it. They seem a little complex but in play the run very quickly. [/QUOTE]
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