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Post your Fumble Charts here!

MarauderX

Explorer
I have been looking to reformat my fumble chart for a new campaign that is about to begin, and was hoping to get some input into what others have been doing (if at all). Below are my rules for fumbling as well as a rough chart of the results.

When a player rolls a 1, she rerolls d20. If the results are 1-7, a fumble occurs and consult the chart. On 8-20, no fumble occurs. Magic items, Weapon Focus and Weapon Specialization each grant a bonus of 1 to the player's fumble roll, possibly avoiding a fumble.

1 Character is stunned, falling prone and dropping anything held.
2 Character is stunned and drops anything held.
3-4 If an item (weapon, device, etc.) was used, the item is sundered. Otherwise PC is stunned.
5-6 Character is stunned for a turn.
7 Character drops anything held in hand used.

I don't want to debate the merits of what is on the chart or about the rules I have; I want to see what you have and thought I would be the 1st to share.

Thanks -
~MX
 

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Mine's simple:

If a combatant rolls a 1, they roll again to confirm the critical fumble. If the second roll is a miss, they open themselves up to an Attack of Opportunity.
 

I use a really simple critical fumble rule for two reasons:

1) I haven't found a good rule/chart to yoink. I hope some good ideas pop up here :D

2) I haven't had the inclination to make a more fun, yet balanced, one.

When a creature rolls a nat' one, they have to make a Charisma check DC 10. If they fail, they don't get the rest of their round, and any enemies in melee can make a Reflex save (DC 15) to get an attack of opportunity on them against their flat-footed AC.

Note, I use Charisma for all sorts of luck related things, IMC.
Player: "Do they sell X here?"
Me: "Um, make a Charisma check".

If I didn't use Charisma, I don't know what I'd use. To me, fumbles represent bad luck, and a character shouldn't get better at staving off luck as his level increases (no saves, attack rolls, skills, level checks, etc). I'd probably use a flat chance, like 50% or something.
 

Bendris Noulg said:
Mine's simple:

If a combatant rolls a 1, they roll again to confirm the critical fumble. If the second roll is a miss, they open themselves up to an Attack of Opportunity.
Dang I like that one.
I do a similiar thing, a reverse critical hit.
A 1 means a threat.
If your second roll fails to hit your opponents AC, then you fumble.
You lose subsequent attacks and are -2 to AC and -2 to 'to hit'.
This lasts until the character's next round, including attacks of opportunity.

I would like to do weapon break, drop weapon, etc, but no player I ever players I ever play want that.
:(

More later,

Vahktang
 

Bendris Noulg said:
Mine's simple:

If a combatant rolls a 1, they roll again to confirm the critical fumble. If the second roll is a miss, they open themselves up to an Attack of Opportunity.
I like that one. Simple and elegant.

Yoink!
 

Bendris Noulg said:
Mine's simple:

If a combatant rolls a 1, they roll again to confirm the critical fumble. If the second roll is a miss, they open themselves up to an Attack of Opportunity.
I like that one. Simple and elegant.

Yoink!
 

Vahktang said:
I would like to do weapon break, drop weapon, etc, but no player I ever players I ever play want that.
:(

Do they ever? But then again, the same rules apply to the NPCs, and when you roll out in the open and are notorious for rolling poorly, the players sometimes get excited for battle to see an enemy's blade go skittering out of reach, and leave disappointed if I don't roll at least one 1.
 

If a natural 1 is rolled on an attack, then the player (or DM) rolls a confirmation roll. If the confirmation roll hits the opponents AC then it is just a miss but if the confirmation roll misses the opponent's AC then a fumble happens.

After determining that the attack is a fumble roll a d6.
1-2 = Self
3-4 = Weapon
5-6 = Ally

Self means attacker hit himself and does normal damage (with all mods that apply) to himself.

Weapon means attacker has either lost or damaged weapon (DM discretion) It seems that most of the time weapon comes up, if he was weilding a bow or x-bow the string breaks, If he is weilding a melee weapon he either throws it or drops it.

Ally means that you hit an ally by mistake and do normal damage (with all mods that apply) to that ally. If there is more than one possible ally target then roll to randomly choose which ally gets hit. If there is chance of hitting an ally, then make the initial roll a 50-50 for the other two options.

** We have been thinking about adding in that if the confirmation roll is also a natural 1 then the damage done to self or ally is Critical damage and that if it is weapon then the weapon automatically breaks.
 

Juggernaut said:
If a natural 1 is rolled on an attack, then the player (or DM) rolls a confirmation roll. If the confirmation roll hits the opponents AC then it is just a miss but if the confirmation roll misses the opponent's AC then a fumble happens.

I guess what I don't like about this 'to hit' rule is that a bad guy with higher AC causes more fumbles than his same level schmoe barbarian friend. Want your PCs to sunder a weapon or kill themselves accidentilly? Send in the AC=50 walking metal tank and wait for the 1 rolls. Eh, not my style I guess.
 

I like the opening up to an attack of opportunity one and marauder's is pretty good, but I don't like sundering PCs weapons because they had some bad luck.

I'm thinking something like the weapon skittering across the ground rather then just dropping it or something, but I can't really think of a chart to make now...
 

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