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Monte Cook On Fumble Mechanics
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<blockquote data-quote="DEFCON 1" data-source="post: 7694496" data-attributes="member: 7006"><p>Every game is different. Some probably work better without "fumbles", some are intricate to gameplay. The D&D system with the 5% chance of rolling a '1' is probably not a great system to use critical fumbles, unless the "fumbles" are fairly minor just like critical hits are fairly minor in a bit extra damage. Which explains why a lot of tables (as we have seen here) add extra rolls on top of the '1' to get true critical errors.</p><p></p><p>But there is definitely something to be said for game systems that incorporate fumbles directly into the game. The Ghostbusters RPG is famous for that... for having the 'Ghost Die' that replaced the six with the Ghost logo symbol. You always had to roll the Ghost Die as one of however many dice you were rolling for what you were doing, and when the ghost appeared (basically 1 in every 6 rolls), a complication was going to occur. If you succeeded in your action while also rolling the Ghost, you did what you wanted but something odd also occurred... and if you rolled the Ghost and also failed, then something ridiculously bad went off. Now, considering the RPG was a humorous game we're talking Bugs Bunny styled complications and fumbles (so for instance, Walter Peck getting drenched in marshmellow at the end of the movie would probably have been a failed dodge check plus a Ghost), but they were an expected part of the game and built directly into it. So critical fumbles are not inherently a bad thing... they just have to be adjusted for the system they are used in and what kind of results a DM is looking to have for his players.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7694496, member: 7006"] Every game is different. Some probably work better without "fumbles", some are intricate to gameplay. The D&D system with the 5% chance of rolling a '1' is probably not a great system to use critical fumbles, unless the "fumbles" are fairly minor just like critical hits are fairly minor in a bit extra damage. Which explains why a lot of tables (as we have seen here) add extra rolls on top of the '1' to get true critical errors. But there is definitely something to be said for game systems that incorporate fumbles directly into the game. The Ghostbusters RPG is famous for that... for having the 'Ghost Die' that replaced the six with the Ghost logo symbol. You always had to roll the Ghost Die as one of however many dice you were rolling for what you were doing, and when the ghost appeared (basically 1 in every 6 rolls), a complication was going to occur. If you succeeded in your action while also rolling the Ghost, you did what you wanted but something odd also occurred... and if you rolled the Ghost and also failed, then something ridiculously bad went off. Now, considering the RPG was a humorous game we're talking Bugs Bunny styled complications and fumbles (so for instance, Walter Peck getting drenched in marshmellow at the end of the movie would probably have been a failed dodge check plus a Ghost), but they were an expected part of the game and built directly into it. So critical fumbles are not inherently a bad thing... they just have to be adjusted for the system they are used in and what kind of results a DM is looking to have for his players. [/QUOTE]
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