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General Tabletop Discussion
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My games critical fumble chart
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<blockquote data-quote="Ruslanchik" data-source="post: 4131174" data-attributes="member: 45251"><p>The two systems here seem like they would add another layer of complexity to combat, which can be good. It also seems like they would slow things down a lot, though. Using the second method it could take four roles to resolve one attack--in several cases the last role is made by another player. The OP's method using d12s and rolling to set a DC must add a ton of time to already long encounters.</p><p></p><p>Critical fumbles are definitely not a necessary part of the game. Missing an attack is plenty of punishment, especially in a tense battle. However, the best system I've ever played with was: after rolling a natural 1 roll 1d20 again if you roll another 1 you either drop your weapon or fall down (DM's choice based on which makes the most sense). This rule should apply to monsters and PCs. Not nearly as detailed as your schemes, but much more elegant and efficient.</p></blockquote><p></p>
[QUOTE="Ruslanchik, post: 4131174, member: 45251"] The two systems here seem like they would add another layer of complexity to combat, which can be good. It also seems like they would slow things down a lot, though. Using the second method it could take four roles to resolve one attack--in several cases the last role is made by another player. The OP's method using d12s and rolling to set a DC must add a ton of time to already long encounters. Critical fumbles are definitely not a necessary part of the game. Missing an attack is plenty of punishment, especially in a tense battle. However, the best system I've ever played with was: after rolling a natural 1 roll 1d20 again if you roll another 1 you either drop your weapon or fall down (DM's choice based on which makes the most sense). This rule should apply to monsters and PCs. Not nearly as detailed as your schemes, but much more elegant and efficient. [/QUOTE]
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My games critical fumble chart
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