My group and I have been trying a critical fumble chart for a while now, and we have all enjoyed it so far. All of us in the group had a hand in it's creation, from concept to tweaking. It's small. but seems to be good (for us, at least). The mechanic is random, just as combat can be. I know some people are against said charts. I don't mean to start a debate, which I'm sure is WAY overdone by now, but I just wanted to share this with the gaming world at large.
FUMBLE CHART
1) Any "DC" or "check" uses this formula: 1d12 +10
2) A natural attack roll of "1" is then followed by a Dexterity check. If successful, then the attack was only a normal miss.
3) If failed, the player rolls 1d12, and consult below chart. Also, any remaining actions are lost.
1-2: It's your lucky day! Stumble 5 feet in a random direction.
3 : OFF BALANCE- You are flat footed until the beginning of your next turn.
4 : DISTRACTED- Make a "WILL" save or be -1 to AC and attacks until your next turn.
5 : SLIP- Make a "DEX" check or fall prone.
6 : OPENING- The target of your attack gets a free attack of opportunity.
7 : DROP ITEM- Make a "REF" check or drop the weapon or item you attack with in your space. Picking up the item or weapon is a "move action", which provokes attacks of oportunity.
8 : WILD SWING- Attack a random target, friend or foe, but apply no strength bonuses.
9 : TRIP- Make a "DEX" check or fall prone and be stunned for 1d4 rounds.
10 : WEAPON/ITEM FLIES FROM GRASP- The weapon or item you attack with flies from your hand. It lands 1d6 squares away in a random direction.
11 : WIDE OPEN- All enemies you threaten get a free attack of opportunity.
12 : DM CHOICE- Either pick one of the above results, or have the player roll again, but any DC or Check increases by "2". This increase may stack with itself.
FUMBLE CHART
1) Any "DC" or "check" uses this formula: 1d12 +10
2) A natural attack roll of "1" is then followed by a Dexterity check. If successful, then the attack was only a normal miss.
3) If failed, the player rolls 1d12, and consult below chart. Also, any remaining actions are lost.
1-2: It's your lucky day! Stumble 5 feet in a random direction.
3 : OFF BALANCE- You are flat footed until the beginning of your next turn.
4 : DISTRACTED- Make a "WILL" save or be -1 to AC and attacks until your next turn.
5 : SLIP- Make a "DEX" check or fall prone.
6 : OPENING- The target of your attack gets a free attack of opportunity.
7 : DROP ITEM- Make a "REF" check or drop the weapon or item you attack with in your space. Picking up the item or weapon is a "move action", which provokes attacks of oportunity.
8 : WILD SWING- Attack a random target, friend or foe, but apply no strength bonuses.
9 : TRIP- Make a "DEX" check or fall prone and be stunned for 1d4 rounds.
10 : WEAPON/ITEM FLIES FROM GRASP- The weapon or item you attack with flies from your hand. It lands 1d6 squares away in a random direction.
11 : WIDE OPEN- All enemies you threaten get a free attack of opportunity.
12 : DM CHOICE- Either pick one of the above results, or have the player roll again, but any DC or Check increases by "2". This increase may stack with itself.