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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Panda-s1" data-source="post: 7694544" data-attributes="member: 59554"><p>Okay I only decided to drop my one comment, but after reading for replies I guess I'll weigh in :/</p><p></p><p>I don't think having all 1s be failures is... good? Like if you roll a 1 and still pass the DC you should always suceed (as per RAW), and for roleplay purposes make the task barely succeed if you like that kind of thing. I just don't like it when GMs or players use it as an excuse to be sadistic, like Monte points out in the article, or like I said an excuse to devolve into slapstick behavior in what would otherwise be a serious campaign (on another note, I feel like critical successes for skill checks can seem a little silly). But if that's the tone everyone at the table wants, that's different, just understand not everyone likes that kind of tone. </p><p></p><p>The exception, of course, would be games that are all about that tone, such as Paranoia, but then it's like "oh man Paranoia, what kind of shenanigans are we gonna get into?" "you slip on a banana peel that seems to have come out of nowhere and you fall carrying the 500 lb. computer, crushing yourself" "LOL", as opposed to "oh man D&D what sort of adventures are we gonna get into?" "okay Casanova, on your way to the dragon you try and cook but the pan catches on fire and the flames get in your face and you're horrifically scarred for the rest of your life, take a permanent -4 to your CHA" "wait what".</p><p></p><p>On a personal note, whenever critical fumbles come up I think about my real life and think "Man, how often do I actually catastrophically fail at things?" It's really not that often, and when I "roll a 1" doing stuff it's not usually something that ends in injury. This is a fantasy game, but I do like comparing core mechanics to real life to gauge how much sense they make.</p></blockquote><p></p>
[QUOTE="Panda-s1, post: 7694544, member: 59554"] Okay I only decided to drop my one comment, but after reading for replies I guess I'll weigh in :/ I don't think having all 1s be failures is... good? Like if you roll a 1 and still pass the DC you should always suceed (as per RAW), and for roleplay purposes make the task barely succeed if you like that kind of thing. I just don't like it when GMs or players use it as an excuse to be sadistic, like Monte points out in the article, or like I said an excuse to devolve into slapstick behavior in what would otherwise be a serious campaign (on another note, I feel like critical successes for skill checks can seem a little silly). But if that's the tone everyone at the table wants, that's different, just understand not everyone likes that kind of tone. The exception, of course, would be games that are all about that tone, such as Paranoia, but then it's like "oh man Paranoia, what kind of shenanigans are we gonna get into?" "you slip on a banana peel that seems to have come out of nowhere and you fall carrying the 500 lb. computer, crushing yourself" "LOL", as opposed to "oh man D&D what sort of adventures are we gonna get into?" "okay Casanova, on your way to the dragon you try and cook but the pan catches on fire and the flames get in your face and you're horrifically scarred for the rest of your life, take a permanent -4 to your CHA" "wait what". On a personal note, whenever critical fumbles come up I think about my real life and think "Man, how often do I actually catastrophically fail at things?" It's really not that often, and when I "roll a 1" doing stuff it's not usually something that ends in injury. This is a fantasy game, but I do like comparing core mechanics to real life to gauge how much sense they make. [/QUOTE]
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