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%

Crits are by the book. For a natural 1, in melee you provoke an attack of opportunity from your opponent. Basically, you swing goes a little too wide, you stumble, whatever and open yourself to your opponent. For ranged, I'll roll a chance for stiking another target in the area (my judgement on who's a target).

This is quick, gets the idea across that you messed up without being too critical, and gives combat a more dynamic feel.
 

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Crits multiply weapon damage ONLY (and Weapon Specialization damage, which is a specific exception).

Keen and Improved Crit stack.

-- N
 

I used Crits by the book: Threat then hit is a Critcal, Threat, threat then hit I plays as a kill. I was thinking of doing two 1's to fumble then by my choice (usually no damage). Also I was thinking of doing first die at full damage.
 

Fumbles are easy to work in, sorta like Anti-Crits -- if you roll a Natural 1, re-roll -- if it would be a Miss, you Fumble.

At that point all Heck breaks loose ;)
 

I keep changing a few charts I have, but anytime anyone rolls a 1 and I reach for the chart, the players groan. On the next roll to confirm if they roll a 7 or less something bad happens. No modifiers apply to the roll, it's just shear luck as to what happens to them. But most players like it because the same thing applies to the bad guys as well, and some of them look at baddies multiple attacks a multiple chance for them to roll a 1.

On the list is the normal sunder, wound yourself or an enemy, disarm yourself, or lose a round fumbling around. I also have one for missed saves, such as extra damage, lose a round, sunder any item held, etc. It's fun and adds a dimension for the players where they hope nothing bad happens to them or else the charts come out...
 

Mercule said:
b) Add-on from the copper-colored "Best of Dragon" (v3?). Article entitled "Good Hits, Bad Misses".


i sometimes used the d30 book by The Armoury. it was a small black covered supplement much like an informercial for minis.
 

crits by the book, save that vampires can 'die / get staked' from a crit that would of taken ALL thier remaining HP from the crit as long as the weapon slashes [decapited] or peirces with a wood shaft [arrow, sprear, javalin]

Also if someone rolls a natural 20 for inititive for when there would only be a partial round, that person instead gets a full round action. I have seen far too many 20's wasted for initive over the last few months.

For rolls of one this indicates something unfavorable for the roller has happened.

For melee combat this most often means the roller draws an AoO from the person he is trying to kill / subdue, but will vary based on the situation.

For initative rolls a one would mean some thing about the battle would favor the botcher's foes. Multiple ones on both sides indicate a calamity will befall the battlefield. earthquake cave in, etc
 

Crits by the book, and I have a fumble roll (if you roll a natural 1, roll again; if your confirming roll misses, you have funbled). In other words, the exact opposite of the crit rules.

Fumbles are entirely loose and creative, often making the victim either damage a friend, damage themselves, damage the weapon (much easier thanks to weapon hardness and hit points), or drop the weapon.
 

Crits by the book (except for some things to do with constructs - it won't damage any more, but it will have a desirable effect); fumbles by my own rules, generally those of thumb. I think there's only been one fumble at all, and that was... I think it was a failed Concentration check while casting Wall of Ice. Poor PC rolled a 1, I said 'roll again' just for the heck of it, he rolled another 1. Well, horrible things had to happen, didn't they?
 

I just hate fumbles, both as a DM and a player.

I found it very amusing when someone calculated that if 10,000 men go to war in RuneQuest, around 400 would kill themselves, due to fumbles. Excellent ... :rolleyes:
 

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