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My games critical fumble chart
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<blockquote data-quote="Lanefan" data-source="post: 4139290" data-attributes="member: 29398"><p>We've used fumbles for ages. There's two types of fumbles - minor and major. A major fumble is a nat. 1 to hit followed by a 1 on a d6. A minor fumble is the same except the to-hit roll was brought to 1 or lower by external forces (being badly hurt, shooting into melee, bane-type effects, etc.; in 3e the minuses from iterative attacks do not count toward this) This makes it the same ratio of fumbles to rolls for everyone - fighters fumble more often only because they do more things that can cause fumbles. We also make casters roll to aim their spells and these can also fumble; and of course monsters can fumble just the same as PCs.</p><p></p><p>On any fumble, roll d%. The DM has a table to determine results; the possible results from a minor fumble are a less-dramatic subset of the full table. Some possibilities:</p><p></p><p>**Damage to Self - either d4 or full or critical, depending on roll.</p><p>**Damage to Friend - ditto; if no friend near, damage self instead.</p><p>**Damage to Weapon - non-magic weapons auto-break, magic ones get a save. If weapon is part of self (claw, fist, etc.) then damage self instead.</p><p>**Drop weapon near (at feet) or far (up to 5' away).</p><p>**Throw weapon 10' or 20' - treat as a random missile.</p><p>**Drop or break shield if in use - if none, then damage to weapon.</p><p>**Free attack for opponent (same as AoO) provided opponent can see you've screwed up.</p><p>**Slip and fall.</p><p>**Combinations of above.</p><p></p><p>In any case, a fumbling character loses all remaining actions that round. Spell fumbles sometimes require some case-by-case rulings.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4139290, member: 29398"] We've used fumbles for ages. There's two types of fumbles - minor and major. A major fumble is a nat. 1 to hit followed by a 1 on a d6. A minor fumble is the same except the to-hit roll was brought to 1 or lower by external forces (being badly hurt, shooting into melee, bane-type effects, etc.; in 3e the minuses from iterative attacks do not count toward this) This makes it the same ratio of fumbles to rolls for everyone - fighters fumble more often only because they do more things that can cause fumbles. We also make casters roll to aim their spells and these can also fumble; and of course monsters can fumble just the same as PCs. On any fumble, roll d%. The DM has a table to determine results; the possible results from a minor fumble are a less-dramatic subset of the full table. Some possibilities: **Damage to Self - either d4 or full or critical, depending on roll. **Damage to Friend - ditto; if no friend near, damage self instead. **Damage to Weapon - non-magic weapons auto-break, magic ones get a save. If weapon is part of self (claw, fist, etc.) then damage self instead. **Drop weapon near (at feet) or far (up to 5' away). **Throw weapon 10' or 20' - treat as a random missile. **Drop or break shield if in use - if none, then damage to weapon. **Free attack for opponent (same as AoO) provided opponent can see you've screwed up. **Slip and fall. **Combinations of above. In any case, a fumbling character loses all remaining actions that round. Spell fumbles sometimes require some case-by-case rulings. Lanefan [/QUOTE]
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