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My games critical fumble chart
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<blockquote data-quote="edemaitre" data-source="post: 4131125" data-attributes="member: 3372"><p><strong>Critical fumble house rules</strong></p><p></p><p>In my game, critical fumbles happen on a natural 1 on a 1d20 attack roll. To confirm, use one of the following two methods:</p><p></p><p>-Another attack roll against the opponent's Armor Class, including all normal attack bonuses. [Game Master's note: I considered using just the Base Attack Bonus vs. the defender's flat-footed AC here.] If the attack misses again, see the table below for the result, where the difference between the second attack roll and the defender's Armor Class is the number of the result.</p><p></p><p>-Simple result: As with the multiplier for critical hits, roll a second 1d20 after rolling a natural 1. If another natural 1 is rolled, roll 1d20 for the result on the table below.</p><p></p><p>1. Swing and a miss: Simple miss, no penalties.</p><p>2. Butterfingers: Drop random item from possessions.</p><p>3. Flat-footed for one round.</p><p>4. Barf: Sickened (hit in the 'nads), -2 attacks, damage, and saves for one round. (Fortitude save, Difficulty Class 15 to negate).</p><p>5. Here, use mine: Opponent can try to disarm.</p><p>6. Slam dancing: Bump into friend, make Balance check DC 12 or both lose next attacks.</p><p>7. Get out of my way: Spoil closest ally's next attack (Reflex save to avoid).</p><p>8. With friends like these… Distract nearest friendly spellcaster (concentration check to negate).</p><p>9. Ouch: Pull a muscle, -2 to attacks until treated.</p><p>10. What monsters, I don't see any monsters? Armor/gear slip, -2 to attacks and Armor Class until straightened out (Move action).</p><p>11. Capes, foiled again! Entangled: Need to spend a standard action to get out.</p><p>12. Wide open: Opponents get an Attack of Opportunity.</p><p>13. Slip slidin' away: Off-balance, miss next-round action (Reflex save to negate).</p><p>14. Oof: Knocked back one hex (five feet, provoke AO).</p><p>15. Disarmed: Drop weapon; will need to spend an action (and possibly provoke an AO) to retrieve.</p><p>16. On your ass: Prone; you can spend an action next round getting up (provoke an A) at +4 when doing so).</p><p>17. Weapon break: Weapon saves to avoid breaking (magical bonuses apply; see rules for Sunder and Breakage)</p><p>18. Boot to the head: Hit self (Fortitude save or be stunned for one round).</p><p>19. Friendly fire: Hit friend (save to negate damage).</p><p>20. You're your own worst enemy: Hit self (save for half damage).</p></blockquote><p></p>
[QUOTE="edemaitre, post: 4131125, member: 3372"] [b]Critical fumble house rules[/b] In my game, critical fumbles happen on a natural 1 on a 1d20 attack roll. To confirm, use one of the following two methods: -Another attack roll against the opponent's Armor Class, including all normal attack bonuses. [Game Master's note: I considered using just the Base Attack Bonus vs. the defender's flat-footed AC here.] If the attack misses again, see the table below for the result, where the difference between the second attack roll and the defender's Armor Class is the number of the result. -Simple result: As with the multiplier for critical hits, roll a second 1d20 after rolling a natural 1. If another natural 1 is rolled, roll 1d20 for the result on the table below. 1. Swing and a miss: Simple miss, no penalties. 2. Butterfingers: Drop random item from possessions. 3. Flat-footed for one round. 4. Barf: Sickened (hit in the 'nads), -2 attacks, damage, and saves for one round. (Fortitude save, Difficulty Class 15 to negate). 5. Here, use mine: Opponent can try to disarm. 6. Slam dancing: Bump into friend, make Balance check DC 12 or both lose next attacks. 7. Get out of my way: Spoil closest ally's next attack (Reflex save to avoid). 8. With friends like these… Distract nearest friendly spellcaster (concentration check to negate). 9. Ouch: Pull a muscle, -2 to attacks until treated. 10. What monsters, I don't see any monsters? Armor/gear slip, -2 to attacks and Armor Class until straightened out (Move action). 11. Capes, foiled again! Entangled: Need to spend a standard action to get out. 12. Wide open: Opponents get an Attack of Opportunity. 13. Slip slidin' away: Off-balance, miss next-round action (Reflex save to negate). 14. Oof: Knocked back one hex (five feet, provoke AO). 15. Disarmed: Drop weapon; will need to spend an action (and possibly provoke an AO) to retrieve. 16. On your ass: Prone; you can spend an action next round getting up (provoke an A) at +4 when doing so). 17. Weapon break: Weapon saves to avoid breaking (magical bonuses apply; see rules for Sunder and Breakage) 18. Boot to the head: Hit self (Fortitude save or be stunned for one round). 19. Friendly fire: Hit friend (save to negate damage). 20. You're your own worst enemy: Hit self (save for half damage). [/QUOTE]
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