House Rule: Fumbled Attacks

Sniktch

First Post
I posted this over in my Story Hour some time ago, but I'm gradually getting around to reading more and more of the message boards and thought I'd throw it over here, too.

This is my attempt to set up a 'critical miss' rule that worked for me - most of the ones I've read either generate wonky results or seem too forced. This also came about because I really like the Attack of Opportunity rules but sometimes feel they aren't used to their full potential. Here goes:

In melee combat, if one of the participants should roll a natural '1' on his attack, and the attack misses by more than 4, he draws an attack of opportunity from his opponent (only the one he missed).

Unlike a normal AoO, this is a fumble on the part of the attacker, and so I usually allow the defender to use tha AoO to make a trip, disarm, or sunder attack if they want to.

Does anyone else have any special fumble rules?
 

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Sniktch said:
This is my attempt to set up a 'critical miss' rule that worked for me - most of the ones I've read either generate wonky results or seem too forced. This also came about because I really like the Attack of Opportunity rules but sometimes feel they aren't used to their full potential.

I want to implement something like this, but my version basically has a Reflex save vs DC 20 or you subjected to AoO. It does go on to say if you fail the check by 5 or more, you have lost ahold of your weapon.
 

I personally prefer simply crit and fumble rules.

Nat 20 = roll again at the same mods. If the second attack hits then it's a critical, if the second attack misses then it's a normal hit.

Nat 1 = roll again at the same mods. If the second attack hits then you miss the target and take a 5' step in a random direction determined by me. If the second attack misses then you drop your weapon and take a 5' step in a random direction determined by me, after dropping your weapon.

I determine direction of stumble by rolling 1d4 1=forward, 2=backward,3=left,4=right.

Stumbling provokes an AoO from at least 1 enemy.

When you stumble roll a reflex save (DC 5) to keep from falling.

This works really well. It is smooth and my PCs like it.
 

I'm in two groups right now (lon-term group and Xmas break group).

My xmas group requires a Dex check (DC 15) to hold your weapon on a natural 1.

My other group just uses an auto-miss. We have a rule that on a crit you roll again for the crit. A second 20 gets a third roll. Anything other than a 20 doesn't change the attack, while the third 20 is an instant kill. Thankfully we haven't had to see what three 1's would do to us... :confused:
 

Unlike a normal AoO, this is a fumble on the part of the attacker, and so I usually allow the defender to use tha AoO to make a trip, disarm, or sunder attack if they want to.

Actually, any AoO can be a trip or disarm attempt. On page 122 of the PHB an AoO is defined as "a single melee attack". The description of the disarm action on page 137 states "As a melee attack, you may make a disarm attempt.". Similarly, the description of the trip action on page 139 states "You can try to trip an opponent as a melee attack." Sunder, however, is a different story as an AoO allows you to make an attack against an opponent, not his gear. Attacking a held object doesn't even use the wielder's AC (although the wielder's Dex and deflection bonuses are taken into account as described on page 135).

As far as your fumble system goes I think its a great system. My group just recently started using almost the same exact system, except that we don't care if you miss by 4 or more. That handles melee fumbles just fine, but we haven't settled on a penalty for fumbling with a ranged attack. I still would like to see it stay simple, so I've suggested that if you roll a natural "1" on your to hit roll with a ranged weapon or a ray spell and you are outside of melee range from your opponent you are penalized by only being able to make a partial action on your next turn as you must use part of your turn to recover from your fumble.
 

my house rule is this, Roll of ones everyone in reach gets an AoO
the one is not an auto miss its at -10
must make a DEX yes DEX check(DC 15) of be flat-footed and no further actions till next round or miss your whole turn if you fumble on a AoO. its simple and it handles ranged weapons

one other thing 20s are not auto hits they count as 30s and if you roll another 20 add +1 to the multiplier, then roll again if a 20 add +1 multipier, ect.ect.
 

Silver Griffon said:
Actually, any AoO can be a trip or disarm attempt. On page 122 of the PHB an AoO is defined as "a single melee attack". The description of the disarm action on page 137 states "As a melee attack, you may make a disarm attempt.". Similarly, the description of the trip action on page 139 states "You can try to trip an opponent as a melee attack." Sunder, however, is a different story as an AoO allows you to make an attack against an opponent, not his gear. Attacking a held object doesn't even use the wielder's AC (although the wielder's Dex and deflection bonuses are taken into account as described on page 135).

As far as your fumble system goes I think its a great system. My group just recently started using almost the same exact system, except that we don't care if you miss by 4 or more. That handles melee fumbles just fine, but we haven't settled on a penalty for fumbling with a ranged attack. I still would like to see it stay simple, so I've suggested that if you roll a natural "1" on your to hit roll with a ranged weapon or a ray spell and you are outside of melee range from your opponent you are penalized by only being able to make a partial action on your next turn as you must use part of your turn to recover from your fumble.

Thanks for pointing out that rule. See, I'm still learning the d20 system - every time I open up my books I find a rule I hadn't seen before or didn't remember. I originally didn't care if 1 was the only miss chance or not - Capellan gave me that modification to the rule. I put it into effect after a PC got killed by an ogre barbarian on a nat 1 - the only roll he could have missed on.

Roll of ones everyone in reach gets an AoO

Yeah I started it this way, too, but it was too brutal on the offending creature. I also got tired of large multiple attack monsters constantly giving away free hits to everybody every time one of my dice came up a 1.

I'd like to see some suggestions for ranged fumbles, including chances to break bowstrings, etc... I still don't have a system I like for that yet.
 

Of course, absolutely none of these options harm the ranged attacker in the slightest (except maybe the dropped-weapon option, to an extent)--which is completely unfair in my mind. : )

What I like is: if you roll a 1 on an attack roll, roll again. If you miss the second attack, you have critically missed. The penalty is that on your next action you can only take a Partial action.
 

That actually looks like a really good rule, IndyPendant. Being slowed for a round is certainly a reasonable penalty for rolling a 1, representing the character being off-balance.

I think I'm just trying to represent most fantasy movies and novels I've experienced, in which people are always dropping their weapons, getting them stuck in doors or trees, breaking bowstrings, etc... I think your rule probably has a much lesser effect on game balance, though I'd have to try it to find out.
 

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