how close to the rules do you play? poll #3 (crits and fumbles)

how do you handle crits and fumbles?

  • Crits by the book

    Votes: 39 49.4%
  • Crits by the book, with a fumble rule

    Votes: 30 38.0%
  • Crits and fumbles by my method (please tell us what)

    Votes: 9 11.4%
  • crits and fumbles have been eliminated (tell us more!)

    Votes: 1 1.3%


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I play crits by the book, without fumbles. The optional fumble rule (natural 1, Dex check DC 10) makes high-level fighters fumble much too often for my tastes.
 

Another thing I play by the book when I run games. Maybe if I saw a really good critical fumble table, I'd play around with it, but I don't feel any overwhelming need to include one.
 




I use the by-the-book method plus the DMG-variant fumbles. The actual fumble description are completely off the top of my head, but the guideline is that the PC is effectively staggered (partial/standard action only next round) or his turn ends now or he loses his weapon.

Examples include getting a weapon stuck in an object, take a move-equiv to withdraw it (effectively only allowing a standard action next round); dropped weapon; off-balance, attack cycle ends; bolt shaft broke, take a move to clear the debris; and "you forgot to fully string your bow".

Since chucking your weapon is a fumble option, I allow a locked gauntlet to reduce the odds of a melee weapon fumble by 1, and it guarantees that you don't send your +3 sword skittering across the battlefield. No one has come up with a way to reduce missle weapon fumbles, yet, although I'm open to ideas.

Fumbles really don't seem to come up that incredibly often, so I don't mind them. If they became a problem, I'd likely adjust the system a bit.
 

Crits by the book, with the caveat that the final damage might result in a critical effect, but that could happen with or without a crit (marrying critical effects to damage makes it so I don't have to fool with the critical system, weapon stats, etc., and can use critical effects with spells that don't use to-hit rolls).

For fumbles, I use the kalamar rules: DC 10 dex check, amount you fail by determines result. The most I've ever seen it do is lose a partial action here or there.
 

Crits by the book, fumbles using the old "Good Hits & Bad Misses" Dragon article from "Best of Dragon" way back when.
 


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