Asmor
First Post
Hey all. I've just had the chance to play in a game, which is an exceedingly rare treat from me, and while I'm not too taken with the GM's style there are a few things he did that I'm stealing.
One of those is the idea of a fumble table. He played with the annoyingly common rule that if you rolled a 1 on an attack, something bad happened. I've never been fond of this particular house rule, but cest la vie. The thing I did like, however, was that after you rolled the 1, you rolled again to determine severity of what happened. This made things a little bit more interesting at least. He just played things off the cuff, but I'm wanting to make a full table of results. In fact, I want two tables; a regular table, and a critical fumbles table, which would be accessed if you rolled another 1, and would have some really spectacular results.
So what I'm looking for is some really spectacular results for the critical fumbles table. Here's what I've got so far, and I'm very interested in any comments you might have!
If you roll a natural 1 on your attack roll, roll a d20 and consult the following fumbles table:
Fumbles
Roll: Effect
1: Roll on the Critical Fumbles table
2: Internal damage causes 2 points of temporary constitution damage. You must regain your balance*.
3: You pull a leg muscle, dealing 2 points of temporary dexterity damage. You must regain your balance*.
4: Your pull a back muscle, dealing 2 points of temporary strength damage. You must regain your balance*.
5-6: Your grip slips and you send your weapon flying off in a random direction. Roll a d8 to determine direction as with a thrown splash weapon to determine direction and it goes 1d6x5 feet.
7-10: You drop your weapon. Picking it up again provokes attacks of opportunities. In addition, you must regain your balance* and cannot pick it up again until your next turn.
11-14: Your foe's ferocity catches you by surprise. You may not do anything except move actions until you've taken a full defense action. In addition, you must regain your balance*.
15-19: You lost your rhythm, but otherwise you're no worse for the wear. You must regain your balance*.
20: Luck is on your side, as your fumble actually takes your foe by surprise! You score an automatic critical hit on your target(s) which ignores all forms of damage resistance, immunity, etc.
* Regaining balance: If you roll a 2-19, you've been knocked off balance. If you had any remaining attacks or actions, your turn ends immediately. Otherwise, your next turn you may take only a single move action and no standard or full-round actions.
Critical Fumbles
Roll: Effect
20: In an incredible display of dumb luck, a potential tragedy turns itself around as you kill your foe in a most unexpected fashion!!
Yeah, that's right, I'm looking for 19 really nasty things.
The more unique, the better!
One of those is the idea of a fumble table. He played with the annoyingly common rule that if you rolled a 1 on an attack, something bad happened. I've never been fond of this particular house rule, but cest la vie. The thing I did like, however, was that after you rolled the 1, you rolled again to determine severity of what happened. This made things a little bit more interesting at least. He just played things off the cuff, but I'm wanting to make a full table of results. In fact, I want two tables; a regular table, and a critical fumbles table, which would be accessed if you rolled another 1, and would have some really spectacular results.
So what I'm looking for is some really spectacular results for the critical fumbles table. Here's what I've got so far, and I'm very interested in any comments you might have!
If you roll a natural 1 on your attack roll, roll a d20 and consult the following fumbles table:
Fumbles
Roll: Effect
1: Roll on the Critical Fumbles table
2: Internal damage causes 2 points of temporary constitution damage. You must regain your balance*.
3: You pull a leg muscle, dealing 2 points of temporary dexterity damage. You must regain your balance*.
4: Your pull a back muscle, dealing 2 points of temporary strength damage. You must regain your balance*.
5-6: Your grip slips and you send your weapon flying off in a random direction. Roll a d8 to determine direction as with a thrown splash weapon to determine direction and it goes 1d6x5 feet.
7-10: You drop your weapon. Picking it up again provokes attacks of opportunities. In addition, you must regain your balance* and cannot pick it up again until your next turn.
11-14: Your foe's ferocity catches you by surprise. You may not do anything except move actions until you've taken a full defense action. In addition, you must regain your balance*.
15-19: You lost your rhythm, but otherwise you're no worse for the wear. You must regain your balance*.
20: Luck is on your side, as your fumble actually takes your foe by surprise! You score an automatic critical hit on your target(s) which ignores all forms of damage resistance, immunity, etc.
* Regaining balance: If you roll a 2-19, you've been knocked off balance. If you had any remaining attacks or actions, your turn ends immediately. Otherwise, your next turn you may take only a single move action and no standard or full-round actions.
Critical Fumbles
Roll: Effect
20: In an incredible display of dumb luck, a potential tragedy turns itself around as you kill your foe in a most unexpected fashion!!
Yeah, that's right, I'm looking for 19 really nasty things.
