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<blockquote data-quote="Sir Brennen" data-source="post: 2083607" data-attributes="member: 553"><p>KidC and I play in some of the same campaigns, and share the same Fumble Check rule (verification of To Hit vs. AC 15) I've also added the stipulation "Only check the first attack in a sequence." There ya go. Most fighters of 10th level or above will only fumble on a second roll of '1'.</p><p></p><p></p><p></p><p>I think this system addresses your points: </p><p>* Static AC value eliminates the weirdness of fumbles being more likely against Higher AC opponents, </p><p>* To Hit check favors fighters, as it should be and mirrors the Crit check.</p><p>* The effects of the fumble - I think this is more open to being a matter of taste and opinion; my system uses a small random table with minor, round-long effects (off-balance drops AC by 2 for the round, for instance) or drop weapon, or injure self or companion (the term "injure self" used specifically to go beyond the "hit self" idea, and prevent bizarre AoO's, Cleaves, etc.)</p><p></p><p>The fumble effects, I think, are more for cinematic purposes, not neccessarily realism. They add variety to combat, a chance for PCs to smirk when the enemy screws up, to say "Oh Crap!" when it happens to them. It's fun.</p><p>And the DM is free to soften the effects when appropriate. A magic sword fumbled during a fight on a bridge over molten lava should skitter to the dangerously close to the edge, not automatically fly into the magma.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2083607, member: 553"] KidC and I play in some of the same campaigns, and share the same Fumble Check rule (verification of To Hit vs. AC 15) I've also added the stipulation "Only check the first attack in a sequence." There ya go. Most fighters of 10th level or above will only fumble on a second roll of '1'. I think this system addresses your points: * Static AC value eliminates the weirdness of fumbles being more likely against Higher AC opponents, * To Hit check favors fighters, as it should be and mirrors the Crit check. * The effects of the fumble - I think this is more open to being a matter of taste and opinion; my system uses a small random table with minor, round-long effects (off-balance drops AC by 2 for the round, for instance) or drop weapon, or injure self or companion (the term "injure self" used specifically to go beyond the "hit self" idea, and prevent bizarre AoO's, Cleaves, etc.) The fumble effects, I think, are more for cinematic purposes, not neccessarily realism. They add variety to combat, a chance for PCs to smirk when the enemy screws up, to say "Oh Crap!" when it happens to them. It's fun. And the DM is free to soften the effects when appropriate. A magic sword fumbled during a fight on a bridge over molten lava should skitter to the dangerously close to the edge, not automatically fly into the magma. [/QUOTE]
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