D&D 5E How fantastic are natural 1's?

Didn't mean an insult, nor did I mean to imply one. Sorry if it was poorly worded.
Sure, no problem.
What I am saying is that it only becomes less than 5% because we are breaking it up into sets of 4 roles. Kind of like how even though I have a 50% chance of getting heads or tails, flipping the coin twice will not give me a 100% chance of getting heads. If I have a perfectly weighted die then any number will be rolled 1 in 20 times if we roll the die a sufficient number of times. Apparently 4 is not a sufficient number of times.

So that's all. Unless you're telling me that we have some odd Monty Haul Door Problem. If not then I'll just go back to lies, damn lies and statistics. Even if the answer is statistics it doesn't mean you're lying.
Nope, not a Monty Haul problem -- that one involves asking the same question but gaining information between asks. This is about knowing which question you're asking.

For instance, the odds of rolling a 1 on any given d20 roll is always 5%. Never changes, no matter how many times we roll. Similarly, the average number of 1's we roll over a sample of size n is also going to be 5%. Average is doing a lot of work here, though. In you earlier example, you were absolutely right that the expected average number of fumbles in 400 d20 rolls is 20. Perfectly true, but, again, average is doing a lot of work there. As I pointed out, 95% of the time the results of 400 die rolls will be between 13 and 27 fumbles, with approximately 9% of all 400 roll trials resulting in exactly 20 fumbles. So, when you ask the question about what the average number of fumbles you'd get with 400 rolls, the answer to that is that the average number is 20. Not, mind, the number you'll get, but the average if you did it an infinite number of times.

When you switch to looking at a single round, or even sets of single rounds, you've changed the question. Now we're looking at 4 rolls or sets of 4 rolls. This is a different distribution of probabilities. Even if you had 100 sets, equating to 400 rolls, the question is about the sets, not about the total population. You'll have many sets with zero fumbles, some with 1, less with 2, very few with 3, and maybe 1 with all four (unlikely). So, the average value of the sets having a fumble occur is different from asking what the total number of fumbles over 400 rolls is, and you get a different answer. The trick with probability is being very specific with your questions and not confusing similar questions as being the same -- they're most likely not, even if apparently similar.

Here's another example about how averages are not telling you what you think they might be -- if you ran a trial of 10,000 d20 rolls, the average expected value of fumbles is 500. The odds of actually getting 500 fumbles in a single trial, though, is 1.8%. The probability function is spread out over a wide area, but is a bell curve centered on 500, so it's average will be that. But, you really shouldn't actually expect to get 500 fumbles.
 

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1) And if they do it more slowly, also not a big deal--in fact, it has more tension and makes the game more challenging.
This does not equate to fun. I could institute a rule that PCs only hit on a natural 20 and this would make the game more challenging and have more tension (presumably), but it's not a good rule at all.
2) Really? Are you a trained and accredited psychologist? I never said they were mirror images. Failure is actually more vital to most people than success. We learn more from failure. Often when people reach a goal and succeed it feels anti-climatic. Bad luck is a humbling experience to those who are very competent.

Anyway, it is a moot point however because what makes a game appealing, psychologically speaking, is the level of the challenge to an individual. Consider a game, such as golf. Bad shots happen often (even to professionals), and they are frustrating of course, but they are part of what makes the game what it is.


No, it isn't "data" but it is perfectly fine for a discussion. People often as about a certain thing in the game (such as the thread about playing all the same class or which of three monks is most fun) and offering anecdotal information is perfectly valid.

Every person who is complaining and such about critical fumbles is also offering anecdotal information, FWIW.


If they are asking it about it though, you can certain recommend it or not as you see fit.
My being incompetent if I roll a 1 doesn't tell me anything about how my opponent is more challenging. This is the point -- if I'm playing a competent swordsman, having a 5% chance per attack to drop my sword or hit a friend doesn't feel like I'm competent. If I'm a master lockpick, with lots of character build resources dedicated to be competent in lockpicking, having a flat 5% chance that I look incompetent isn't a good feel. Unless I like the farce of it, that is. But, then, I really am not terribly invested in being competent if I'm looking for the farce.
The concept that the monster is there to be beaten is part of why D&D is too easy IMO. And as a DM, I put several hours each session into it, and that includes selecting opponents, etc. My investment, especially in the BBEGs for my games, far exceeds the time most players IME put into their PCs. I know some players really get into backstory, developing personality and such, but that is few and far between IME and when I do see it, sure they do it over the course of months or years--but it is maybe 30 minutes of thought a week on it (if that). It isn't as though they are toiling daily or weekly over the decisions about their PCs. YMMV of course.
This can be solved in many ways other than fumbles, so it's not an argument in support of fumbles but an argument that you've picked altering PC side probabilities to solve what you think your problem is. I used to have this same problem, now I don't, and I didn't use fumbles at all. I spend way less time picking enemies, and I don't run a game that's soft at all. I have tactically proficient players -- almost all wargamers that make combat efficient characters and work well together -- and I still don't have a problem with this. Oh, and I tend to rack up PC deaths just fine. Heck, my current game has a rule that PCs don't die unless the player says so, but I get to level consequences if they would have, and I'm up to 5 PC 'deaths' already -- they're level 9 and started at 5th.

You've chosen a different path, which is fine, but it's not an argument in support of fumbles, it's an argument that you picked fumbles instead of other options.
The degree of critical fumbles is a larger issue IMO. Sure, in the 80's, you could stab yourself in the heart by accidentally falling on your blade when you attacked, but you could also cut off a dragon's head if you rolled well enough. The mishaps, and even "disasters", I am discussing and most tables use (IME anyway) is hardly of that caliber anymore.
You have no actual data to support this, and this level of use has been discussed by a poster in this thread. Don't claim a position that supports your argument is the norm when you cannot prove it and especially when there's already evidence to contravene it.

As an aside, if I was a 20th level fighter, I'd feel dropping my sword every 5-6 combat rounds on average would be pretty impactful and against the concept I'm the pinnacle of martial prowess.
In short, there is nothing wrong with using critical fumbles if you implement them well. They add both tension to the game and can offer comedic relief at times (especially when the result is not something that leads to a PC's death--which it shouldn't in and of itself). Once I had a player whose cleric used a sling. He ended up with a disaster for his fumble and his sling slipped out of his grasp and ended up in their campfire--at which point is was quickly burnt up. Nearly twenty years later, another player and I still joke about it. It was funny.
I've yet to see a well implemented critical fumble solution -- they all punish competence by introducing a flat chance to be incompetent. That you laugh at results of fumbles underscores my point that it's the farce that's memorable, and if that's your thing, go for it. But, it's a hard hill to climb to argue that critical fumbles aren't a vehicle for farce. They could be, but I don't see that argument being made, and I don't think it's terribly workable, either.

I don't use fumbles, but there's plenty of unexpected happening in my games. I don't script encounters often, and run exploration with blank areas quite often, so failures can lead to interesting things because I don't ask for rolls unless there's a consequence to failure and I leave myself room to have lots of interesting consequences to failure. Pairing a failure with either success at cost or fail forward techniques (not the same thing) and you have lots and lots of room for memorable results due to failures that don't rest on narrating PC incompetence.
 

This does not equate to fun. I could institute a rule that PCs only hit on a natural 20 and this would make the game more challenging and have more tension (presumably), but it's not a good rule at all.
You're taking a reasonable concept (if you can critically hit, you should be able to critically fumble) to an absurd extreme, it only lessens the value of your post.

My being incompetent if I roll a 1 doesn't tell me anything about how my opponent is more challenging.
It doesn't have to.

This is the point -- if I'm playing a competent swordsman, having a 5% chance per attack to drop my sword or hit a friend doesn't feel like I'm competent. If I'm a master lockpick, with lots of character build resources dedicated to be competent in lockpicking, having a flat 5% chance that I look incompetent isn't a good feel.
As I have pointed out numerous times (in case you didn't read my prior posts), I agree having a fumble on a flat nat 1 is not appropriate in 5E due to the nature of the game mechanics. As such, I have always stated a confirmation roll with a fixed DC, but which your bonus improves as you level, is viable. It even works if higher level fighters get more attacks per round.

5% also represents the base-level for statistical significance in pretty much any random event. Also, you might be competent but if a roll is actually called for then you are in a situation where failure will likely have consequences. 5E removed the ideas of taking 10 or 20, which IMO was a horrible omission because they made a lot of sense. Without a stressful event, the idea of taking your time and using your full competence is logical. But, in the heat of combat, with injury or your life on the line, in the moment you're about to be discovered picking a lock and facing the temple guards, etc. that tiny, little 5% of something potentially bad happening works well. It represents the negative outlier, just as critical hits represent the positive one. Of course you aren't meant to "feel good" when those moments happen--but if your entire game revolves around you "feeling good" then we have very different D&D experiences. I want challenge and the unexpected, and critical fumbles can represent another way of bringing those elements into the game.

You've chosen a different path, which is fine, but it's not an argument in support of fumbles, it's an argument that you picked fumbles instead of other options.
LOL whatever path works for you. Fumbles work for me. :)

You have no actual data to support this, and this level of use has been discussed by a poster in this thread
I have other peoples' posts in this thread about how bad fumble rules can ruin the game for them.

As an aside, if I was a 20th level fighter, I'd feel dropping my sword every 5-6 combat rounds on average would be pretty impactful and against the concept I'm the pinnacle of martial prowess.
If the fumble rule supported those odds, I would agree with you, and anyone who uses a flat nat 1 for "dropping" your sword probably is IMO.

I've yet to see a well implemented critical fumble solution -- they all punish competence by introducing a flat chance to be incompetent.
That is because they don't add the confirmation rolls I've discussed in this thread. We currently use DC 15, but you could even do DC 10 to make a fumble a 1 in 400 chance and a "disaster" (more severe which our table uses) would then be 1 in 8000.

I return to my golf example. Even pro-golfers will likely hit a bad-ball (i.e. fumble) once or more times in a round averaging 72 strokes.
 

Wow, what a whole pile of threadcrapping.

I feel sorry for the OP, who, I think, was only looking for some funny and interesting anecdotes. Instead, we get a whole lot of whining about how critical fumbles are badwrongfun. Now, I might agree from a gamist perspective, but, seriously people, move on.

So, let's rephrase.

If one accepts the proposition that the rolling of a natural 1 on a d20 has as much narrative value in the game as rolling a natural 20, what are some examples of entertaining or amusing situations that have arisen as a result of you or a person you have gamed with rolling a natural 1?

Happy now?
 

You're taking a reasonable concept (if you can critically hit, you should be able to critically fumble) to an absurd extreme, it only lessens the value of your post.
That's not at all what I did. I could have picked 18 or higher. Or any other restrictive number. The point was to show that the argument that a thing increased challenge or tension isn't a good argument -- many things can do so that are actively bad.
It doesn't have to.
And yet that was your argument. When defending the use of fumbles, you made the argument that they would increase the challenge of an opponent. If you're rescinding that argument, now, then I think we're making progress.
As I have pointed out numerous times (in case you didn't read my prior posts), I agree having a fumble on a flat nat 1 is not appropriate in 5E due to the nature of the game mechanics. As such, I have always stated a confirmation roll with a fixed DC, but which your bonus improves as you level, is viable. It even works if higher level fighters get more attacks per round.
I perhaps misunderstood you earlier, where you said you used the confirmation roll to avoid what you called 'disasters' and that an unconfirmed fumble would be simpler, like dropping a weapon or falling prone. Ah, yes, I was correct, you call these "mishaps" and confirmed fumbles "disasters" in post #154.

So, you do have an show of incompetence occur on a 1, but a worse show of incompetence if they happen to roll a 1 and then roll low again. Not sure this is actually better, as it punishes competence even more. If I'm making 4 attacks a round as a 20th level fighter, I'll hit a "disaster" fairly often. My attack is base +12, my equal tier opponents ACs are often in the mid-20's, so even with magic my confirmation roll is still around 10-20%. Probability-wise, that's about a 1% or so chance of a disaster on every attack. So, statistically, I'm grossly incompetent on average once every 100 attacks. And I'm the pinnacle of martial prowess!
5% also represents the base-level for statistical significance in pretty much any random event. Also, you might be competent but if a roll is actually called for then you are in a situation where failure will likely have consequences. 5E removed the ideas of taking 10 or 20, which IMO was a horrible omission because they made a lot of sense. Without a stressful event, the idea of taking your time and using your full competence is logical. But, in the heat of combat, with injury or your life on the line, in the moment you're about to be discovered picking a lock and facing the temple guards, etc. that tiny, little 5% of something potentially bad happening works well. It represents the negative outlier, just as critical hits represent the positive one. Of course you aren't meant to "feel good" when those moments happen--but if your entire game revolves around you "feeling good" then we have very different D&D experiences. I want challenge and the unexpected, and critical fumbles can represent another way of bringing those elements into the game.
No, 5% doesn't represent the base level for statistical significance. If I had a correlation of around 5%, I'd toss it as noise. I think you're inverting the wee-p concept, where a statistical confidence of 95% or better is considered sound. This is much contested, because it results in bad assumptions. There's the wee-wee-p move, to try to get a higher threshold for statistical confidence but also a move to abandon wee-p in favor of other approaches that are more clear on the assumptions involved.

5e didn't actually remove the concepts of take 10 or take 20, they just moved them into the normal resolution mechanic. If I can reasonably take more time without risk, then there's little actual consequence involved -- you just take the time and succeed.

And, if you're arguing that fights are dangerous, yes, they are -- that's what the other guys trying to kill you represent. If you're arguing that it's very likely to drop your sword (and 5% is pretty darned likely per attack) or fall down without anyone else doing anything to you, then you're already off the reservation. If you think fights should be more dangerous, then increase the danger of the opposition or the environment. You've chosen to increase the incompetence of the PCs.

Again, if the idea is pursuit of farce, go for it. If you like the farcical results, more power to you -- that's awesome. I tend to play Paranoia for my farce, but there's no reason you can't do it in D&D. Just don't argue that the purpose of fumbles is to increase the realism or danger of combat -- there's lots of ways to do this that don't rely on a heaping dose of farce alongside.
LOL whatever path works for you. Fumbles work for me. :)


I have other peoples' posts in this thread about how bad fumble rules can ruin the game for them.
This is not data that people have largely abandoned outsized fumble results -- the opposite, really.
If the fumble rule supported those odds, I would agree with you, and anyone who uses a flat nat 1 for "dropping" your sword probably is IMO.
Again, I point to your post #154. You say you do this.
That is because they don't add the confirmation rolls I've discussed in this thread. We currently use DC 15, but you could even do DC 10 to make a fumble a 1 in 400 chance and a "disaster" (more severe which our table uses) would then be 1 in 8000.

I return to my golf example. Even pro-golfers will likely hit a bad-ball (i.e. fumble) once or more times in a round averaging 72 strokes.
Hitting a bad ball is a miss, not a fumble. They don't break their club, or send the ball into their caddy, or... really pro-golfer's idea of a bad hit is to lose a ball in a hazard because they tried a super difficult shot -- one a normal player couldn't make except by extreme lucky accident. You're sighting their normal failures at really hard shots as equivalent to fumbles that cause incompetent results (like a 20th level fighter dropping his sword).

Fumbles are, by definition, extra-bad failures, not just failures. Missing a golf shot is not extra-bad, it's just a failure. The ball still goes towards the green. What you're arguing for isn't failure, but extra bad failure. On a flat percentage. Your confirmation roll is just extra dressing -- the result of a fumble is still to describe the PC as being terribly incompetent. You're leveraging farce, but defending it as somehow representative of how otherwise competent people fail. It's not. If you had the chance to just fall down or drop your sword for even tier II fighters that your approach suggests, then serious combatants are falling down and dropping swords quite often. That's not normal failure in a fight (that's getting run through by the other guy's sword) -- it's a farce full of pratfalls and banana peels. A perfectly valid goal, but not one aligned with your arguments.
 

Wow, what a whole pile of threadcrapping.

I feel sorry for the OP, who, I think, was only looking for some funny and interesting anecdotes. Instead, we get a whole lot of whining about how critical fumbles are badwrongfun. Now, I might agree from a gamist perspective, but, seriously people, move on.

So, let's rephrase.

If one accepts the proposition that the rolling of a natural 1 on a d20 has as much narrative value in the game as rolling a natural 20, what are some examples of entertaining or amusing situations that have arisen as a result of you or a person you have gamed with rolling a natural 1?

Happy now?
You might think so, but the problem here is that fumble mechanics usually generate frustration, not fun stories about how badly you failed when the GM got to narrate your character as incompetent. Some people might like that, sure, but there's a good reason fumble mechanics have never officially been part of the game, and aren't part of it now -- they're very likely to be unfun unless your table has the right mindset. All of the fumble stories I can remember are farcical and frustration, and, to be honest, I maybe clearly remember one of them -- the rest are just vague adds to the "I hate fumble mechanics" file. The one I clearly remember was when a fumble caused a PC to hit and damage another PC, which dropped them, and then the fight turned into a TPK. The game fell apart right there. Not a fun-happy memory.

If you're going to filter only for fun memories, then there's an impression that the mechanic leads to fun stories. It really doesn't, unless your group likes a bit of farce in their D&D. That's a fun way to play, if not my way, so more power to you.
 

You might think so, but the problem here is that fumble mechanics usually generate frustration, not fun stories about how badly you failed when the GM got to narrate your character as incompetent. Some people might like that, sure, but there's a good reason fumble mechanics have never officially been part of the game, and aren't part of it now -- they're very likely to be unfun unless your table has the right mindset. All of the fumble stories I can remember are farcical and frustration, and, to be honest, I maybe clearly remember one of them -- the rest are just vague adds to the "I hate fumble mechanics" file. The one I clearly remember was when a fumble caused a PC to hit and damage another PC, which dropped them, and then the fight turned into a TPK. The game fell apart right there. Not a fun-happy memory.

If you're going to filter only for fun memories, then there's an impression that the mechanic leads to fun stories. It really doesn't, unless your group likes a bit of farce in their D&D. That's a fun way to play, if not my way, so more power to you.
Hmm, you might've missed this bit...
Now, I might agree from a gamist perspective, but, seriously people, move on.
Or you didn't, and this is a hill that's clearly worth dying on. But, in that wonderful internet way of saying something that Eric's grandma wouldn't approve you - and a variation of which you so kindly finished your last message with - "you do you".
 

Hmm, you might've missed this bit...

Or you didn't, and this is a hill that's clearly worth dying on. But, in that wonderful internet way of saying something that Eric's grandma wouldn't approve you - and a variation of which you so kindly finished your last message with - "you do you".
I didn't miss it. I disagree that disliking fumbles has anything at all to do with a gamist motivation. That I didn't comment on it doesn't mean that I missed it. If you mean the move on, I could reverse that and state that you need to move on from the position that fumbles should be feted. Does that work for you? I doubt it.
 

Wow, what a whole pile of threadcrapping.

I feel sorry for the OP, who, I think, was only looking for some funny and interesting anecdotes. Instead, we get a whole lot of whining about how critical fumbles are badwrongfun. Now, I might agree from a gamist perspective, but, seriously people, move on.

So, let's rephrase.

If one accepts the proposition that the rolling of a natural 1 on a d20 has as much narrative value in the game as rolling a natural 20, what are some examples of entertaining or amusing situations that have arisen as a result of you or a person you have gamed with rolling a natural 1?

Happy now?
The OP is getting answers to the question they asked in the title - “how fantastic are natural 1s?” Answers range from “pretty fantastic” to “not fantastic at all because they don’t have any mechanical effect” to “oh, god, they’re terrible, please don’t make your players deal with them.” And then inevitably you end up with arguments about those opinions.

If the title had been something like “share your fun stories that have happened as a result of unlucky rolls,” I expect you’d have a lot fewer people arguing about the merits and follies of critical fumble rules and a lot more people sharing amusing stories about untimely low rolls.

The title of a thread tends to have a much greater impact on the direction a conversation goes than the content of its opening post. A lot of people skim, or don’t even read the first post, especially when there’s a question in the thread title - they just give their answer. And even those who do read the opening post thoroughly probably only do so once. The rest of the time they’re responding to other posts in the thread. Meanwhile, the title of the thread is always there at the top of the page, setting the tone and tenor of the discussion. If you want a specific sort of discussion in a thread, it is vitally important to give the thread a title that directly relates to that discussion topic. Witty or clickbaity titles mostly lead to tangents.
 

The OP is getting answers to the question they asked in the title - “how fantastic are natural 1s?” Answers range from “pretty fantastic” to “not fantastic at all because they don’t have any mechanical effect” to “oh, god, they’re terrible, please don’t make your players deal with them.” And then inevitably you end up with arguments about those opinions.

If the title had been something like “share your fun stories that have happened as a result of unlucky rolls,” I expect you’d have a lot fewer people arguing about the merits and follies of critical fumble rules and a lot more people sharing amusing stories about untimely low rolls.

The title of a thread tends to have a much greater impact on the direction a conversation goes than the content of its opening post. A lot of people skim, or don’t even read the first post, especially when there’s a question in the thread title - they just give their answer. And even those who do read the opening post thoroughly probably only do so once. The rest of the time they’re responding to other posts in the thread. Meanwhile, the title of the thread is always there at the top of the page, setting the tone and tenor of the discussion. If you want a specific sort of discussion in a thread, it is vitally important to give the thread a title that directly relates to that discussion topic. Witty or clickbaity titles mostly lead to tangents.
I think people see the title, begin answering the question in their head, and that influences them even if they then read the OP and find it's asking something else.

It's not easy to change direction.
 

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