Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Monte Cook On Fumble Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaro" data-source="post: 7695326" data-attributes="member: 48965"><p>Just wanted to comment on a few things...</p><p></p><p>If you are using a fumble system where the only result is "drop your weapon" whenever a 1 is rolled... your fumble system sucks. How about your weapon breaks (redusing the damage it can cause), You stumble in the (muck, ice, mud, foliage, etc.) and find yourself in an awkward position for your next attack so take disadvantage on your next melee/spellcasting attack roll... Your opponent catches you off guard with a feint that you never saw coming, giving your opponent a +2 on his next attack... and so on. These are all things that happen to skilled warriors in fiction and even skilled martial artist in real fights... and guess what... they do happen to them more often over their lifetime because they are fighting & training more often against more skilled opponents than the untrained peasant... </p><p></p><p>The untrained peasant going up against an average foe for a 20th level fighter is dead before he even gets to react to the attack... or his attack is so ineffective that ultimately if given the chance to continuously wail away at the opponent he will fumble more times than the 20th level fighter because the 20th level fighter will actually kill the opponent at some point. I'm failing to see how this is immersion breaking in any way.</p><p></p><p>As for the Cypher system... let's not get Monte's preferences confused with the actual GM intrusion mechanic of the system. I like the actual mechanic because it doesn't prescribe the way( except to say make it interesting for whatever value interesting is at your table) in which a GM intrusion has to arise, it allows any type of fumble/intrusion that the GM or group wants, whether that's a failure above and beyond due to the character's own ineptitude or failure above and beyond due to factors outside of the character's control. That's it's greatest strength in that it doesn't force a particular play style on a group (something I value more and more in the games I choose these days) but gives you a nice open ended mechanic and says hey... use this mechanic to suit your preferences... IMO, it seems Monte is advocating for a mixture as opposed to either of the extremes being dominant and that's pretty much how I run Numenera but I also agree with [MENTION=4937]Celebrim[/MENTION] in that the GM intrusion for all practical purposes is just an open ended fumble system as opposed to something totally different... you could just as easily replace it with a table customized for your group that you roll on whenever a 1 comes up... as long as the results are interesting to your group.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7695326, member: 48965"] Just wanted to comment on a few things... If you are using a fumble system where the only result is "drop your weapon" whenever a 1 is rolled... your fumble system sucks. How about your weapon breaks (redusing the damage it can cause), You stumble in the (muck, ice, mud, foliage, etc.) and find yourself in an awkward position for your next attack so take disadvantage on your next melee/spellcasting attack roll... Your opponent catches you off guard with a feint that you never saw coming, giving your opponent a +2 on his next attack... and so on. These are all things that happen to skilled warriors in fiction and even skilled martial artist in real fights... and guess what... they do happen to them more often over their lifetime because they are fighting & training more often against more skilled opponents than the untrained peasant... The untrained peasant going up against an average foe for a 20th level fighter is dead before he even gets to react to the attack... or his attack is so ineffective that ultimately if given the chance to continuously wail away at the opponent he will fumble more times than the 20th level fighter because the 20th level fighter will actually kill the opponent at some point. I'm failing to see how this is immersion breaking in any way. As for the Cypher system... let's not get Monte's preferences confused with the actual GM intrusion mechanic of the system. I like the actual mechanic because it doesn't prescribe the way( except to say make it interesting for whatever value interesting is at your table) in which a GM intrusion has to arise, it allows any type of fumble/intrusion that the GM or group wants, whether that's a failure above and beyond due to the character's own ineptitude or failure above and beyond due to factors outside of the character's control. That's it's greatest strength in that it doesn't force a particular play style on a group (something I value more and more in the games I choose these days) but gives you a nice open ended mechanic and says hey... use this mechanic to suit your preferences... IMO, it seems Monte is advocating for a mixture as opposed to either of the extremes being dominant and that's pretty much how I run Numenera but I also agree with [MENTION=4937]Celebrim[/MENTION] in that the GM intrusion for all practical purposes is just an open ended fumble system as opposed to something totally different... you could just as easily replace it with a table customized for your group that you roll on whenever a 1 comes up... as long as the results are interesting to your group. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Monte Cook On Fumble Mechanics
Top