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<blockquote data-quote="Brotton Goodfellow" data-source="post: 7583618" data-attributes="member: 6812740"><p>Say what you want about critical fumbles, but both groups I play in use them and we all love them. One of the groups I DM in. When a player rolls a 1 on an attacks roll, I usually impose a minor nuisance such as the rangers bow string breaking and now he has to spend an action to fix it. In my experience it’s a nice tool I can use to ratchet up the tension a little more. A good standby is the big hulking Barbarian swinging the oversized axe whiffs hard and ends up on their ass. It’s a good way to introduce a little more chaos. As my old pal Murphy is oft to say: What can go wrong, will go wrong. </p><p></p><p>The other group I’m a humble player. The DM has come up with some really cool critical fumble and critical success tables. Again it makes rolling a 1 or a 20 a big deal and the entire table loves it. Hell I’ve even made a drinking game out of crits involving shots of Fireball. To this day me and my players talk about that night and how gnarly it was. </p><p></p><p>So think twice about poo pooing on crits. Might I suggest that your experience with critical rolls sucked and the DM (or you if you were the DM) sucked at using them appropriately? </p><p></p><p>Now, on to a house rule of mine. It’s not an original idea, but an adaptation; I have made a lingering injuries table that involves a hit locator die depending on the injury. My favourite injury is a deadly bleed. As in real life, these are scary and need to be fixed immediately. So the rule is that if you have a deadly bleed you automatically fail death saving throws until someone uses a healers kit or heals you magically. If I roll “chest” on the hit locator die, you now have a sucking chest wound, which takes an extra use of your healers kit to fix. If I roll stomach, you’ve been disembowelled, and it takes an extra turn to stablize the downed player (as they have to make sure their buddies guys are put back into the stomach cavity). </p><p></p><p>There’s also a broken bone table, festering wound and traumatic experience where the character has to slay 5 dudes to heal it, or every time they take damage they have to roll a DC 15 wisdom save or be frightened by the source of damage. </p><p></p><p>In conclusion: Don’t hate the critical rolls and humble your players by having their guts spill out of them every once in a while.</p></blockquote><p></p>
[QUOTE="Brotton Goodfellow, post: 7583618, member: 6812740"] Say what you want about critical fumbles, but both groups I play in use them and we all love them. One of the groups I DM in. When a player rolls a 1 on an attacks roll, I usually impose a minor nuisance such as the rangers bow string breaking and now he has to spend an action to fix it. In my experience it’s a nice tool I can use to ratchet up the tension a little more. A good standby is the big hulking Barbarian swinging the oversized axe whiffs hard and ends up on their ass. It’s a good way to introduce a little more chaos. As my old pal Murphy is oft to say: What can go wrong, will go wrong. The other group I’m a humble player. The DM has come up with some really cool critical fumble and critical success tables. Again it makes rolling a 1 or a 20 a big deal and the entire table loves it. Hell I’ve even made a drinking game out of crits involving shots of Fireball. To this day me and my players talk about that night and how gnarly it was. So think twice about poo pooing on crits. Might I suggest that your experience with critical rolls sucked and the DM (or you if you were the DM) sucked at using them appropriately? Now, on to a house rule of mine. It’s not an original idea, but an adaptation; I have made a lingering injuries table that involves a hit locator die depending on the injury. My favourite injury is a deadly bleed. As in real life, these are scary and need to be fixed immediately. So the rule is that if you have a deadly bleed you automatically fail death saving throws until someone uses a healers kit or heals you magically. If I roll “chest” on the hit locator die, you now have a sucking chest wound, which takes an extra use of your healers kit to fix. If I roll stomach, you’ve been disembowelled, and it takes an extra turn to stablize the downed player (as they have to make sure their buddies guys are put back into the stomach cavity). There’s also a broken bone table, festering wound and traumatic experience where the character has to slay 5 dudes to heal it, or every time they take damage they have to roll a DC 15 wisdom save or be frightened by the source of damage. In conclusion: Don’t hate the critical rolls and humble your players by having their guts spill out of them every once in a while. [/QUOTE]
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