In my group we youse a fumble tabel, I made up. and I just wanted to hear what you thing of it, and if you use fumble i your group
Fumble Table Roll 1d20
1. Roll 1d6 on table 1
2. Roll 1d4 on table 2
3. Prone to all enemies -2AC; 1 round.
4. Prone to all enemies -2 AC ; 1d4 rounds.
5. Nothing happens.
6. prone to 1 enemy -2 AC; 1d4+2 rounds
7. Provoke attack of opp. From 1 enemy
8. Provoke attack of opp. From 1d4+1 enemy
9. Provoke attack of opp. From all enemies I range.
10. Prone to all enemies, lose Dex bonus for 1d2 rounds.
11. Prone to all enemies, lose Dex bonus for 1d3+1 rounds.
12. Lose weapon, take 1d3 rounds to finde.
13. Bade attack, lose faith and – 1 to all save for 1d4 rounds.
14. Bade attack, lose faith and – 2 to all save for 1d4 rounds.
15. Nothing happens.
16. Bade attack, lose faith and – 2 to all save during rest of combat.
17. Nothing happens.
18. Fall take 1d2 rounds to get up.
19. Roll 1d4+2 table 2
20. Roll 1d6+3 on table 1
Table 1.
1. Brake weapon (save)
2. Critical hit self (automatic hit)
3. Damage own Weapon, 1d10 dam(neglects hardness, no save), If magic; 5o gp pr damage point.(mastersmith needed), if not use rules in phb.
4. Bade attack, lose faith and – 2 to all save + lose dex bonus for 1d6+2 rounds.
5. Hit self (automatic hit)
6. Hit self ,attack roll needed (no dex bonus to AC)
7. Hit self ,attack roll needed (touch attack )
8. Hit self ,attack roll needed (Normal AC)
9. Nothing happens
Table 2.
1. Critical hit ally (automatic hit)
2. Hit ally (automatic hit)
3. Hit ally (no dex, to his/her AC)
4. Hit ally (normal AC), but if hit, fort save vs. dam or stud 1d3 rounds.
5. Hit ally (normal AC).
6. Nothing happens.
Fumble Table Roll 1d20
1. Roll 1d6 on table 1
2. Roll 1d4 on table 2
3. Prone to all enemies -2AC; 1 round.
4. Prone to all enemies -2 AC ; 1d4 rounds.
5. Nothing happens.
6. prone to 1 enemy -2 AC; 1d4+2 rounds
7. Provoke attack of opp. From 1 enemy
8. Provoke attack of opp. From 1d4+1 enemy
9. Provoke attack of opp. From all enemies I range.
10. Prone to all enemies, lose Dex bonus for 1d2 rounds.
11. Prone to all enemies, lose Dex bonus for 1d3+1 rounds.
12. Lose weapon, take 1d3 rounds to finde.
13. Bade attack, lose faith and – 1 to all save for 1d4 rounds.
14. Bade attack, lose faith and – 2 to all save for 1d4 rounds.
15. Nothing happens.
16. Bade attack, lose faith and – 2 to all save during rest of combat.
17. Nothing happens.
18. Fall take 1d2 rounds to get up.
19. Roll 1d4+2 table 2
20. Roll 1d6+3 on table 1
Table 1.
1. Brake weapon (save)
2. Critical hit self (automatic hit)
3. Damage own Weapon, 1d10 dam(neglects hardness, no save), If magic; 5o gp pr damage point.(mastersmith needed), if not use rules in phb.
4. Bade attack, lose faith and – 2 to all save + lose dex bonus for 1d6+2 rounds.
5. Hit self (automatic hit)
6. Hit self ,attack roll needed (no dex bonus to AC)
7. Hit self ,attack roll needed (touch attack )
8. Hit self ,attack roll needed (Normal AC)
9. Nothing happens
Table 2.
1. Critical hit ally (automatic hit)
2. Hit ally (automatic hit)
3. Hit ally (no dex, to his/her AC)
4. Hit ally (normal AC), but if hit, fort save vs. dam or stud 1d3 rounds.
5. Hit ally (normal AC).
6. Nothing happens.