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Post your Fumble Charts here!

MarauderX said:
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.
This exact reason is why my group simply uses a flat DC(AC) of 15 for a crit confirmation roll (the potential fumbler makes an attack roll at the same bonus/penalty as the initial roll).

Using DEX checks and Reflex Saves to check for fumbles, means fighters are more likely to fumble than rogues, bards and monks, which, I believe, shouldn't be the case.

Another issue I've seen mentioned before on boards is that, with two-weapon fighting and multiple attacks, fighters actually risk fumbling more often than non-fighters once they reach higher levels. One solution is to use fumble checks only on the first attack in a sequence.

Here's the fumble results chart from my campaign:

Melee Attacks (roll d20)
01-04: Lose Weapon: your weapon falls 1d4-1 squares from you. Roll d8 for direction
05-08: Drop Defense: you provoke an Attack of Opportunity from the opponent you were attacking
09-12: Wrong Target: Make an attack roll against a random target in your threatened area (friend or foe), using the same modifiers as the initial fumbled attack. The original target is excluded. Note: the Cleave feat does not apply to this result, nor do additional fumble or critical threats
13-16: Sunder: roll normal damage plus modifiers of opponent's weapon against your own as if making a Sunder attempt
17-19: Injure Self: roll base weapon damage only and apply to self
20: Special: DM's picks, rolls again, or applies any other result he sees fit

----------------------------------------------------------
Ranged or Thrown Weapon Attacks (roll d20)
01-04: Drop Ammo: drop ranged weapon's ammo or thrown weapon in your square
05-07: Lose Weapon: thrown weapon slips out of your hand; roll 1d4 for distance in squares, d8 for direction. Ranged weapons are dropped in your square and become unloaded
08-13: Wrong Target: Make an attack roll against a random target (friend or foe) within 20' of the original target, using the same modifiers as the initial fumbled attack. Note: additional fumble or critical threats do not apply to this result
14-17: Sunder: for a bow or crossbow, the string breaks. All other weapons, roll normal damage plus modifiers as if making a Sunder attempt against the weapon
18-19: Injure Self: roll 1d6 or base weapon damage, whichever is lower, and apply to self
20: Special: DM's picks, rolls again, or applies any other result he sees fit

For the Sunder result in melee attacks, I'm thinking about revising to applying opponent's weapon damage, rather than your own. The Farland campaign site uses that as one of its fumble results.
 

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oooo i can see where the fumble table is going....

Injure Self: roll 1d6 or base weapon damage, whichever is lower, and apply to self

player is attacking a fighter-type bad guy. rolls and fumbles it.

player oh sh----

DM: rolls the fumble chart.
DM: well the good news is you injured yourself.
player: the bad news?
DM: you are now a enuch. roll a sanity check.
 

MarauderX said:
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.
Well, yes.
The more you do something, the more chance you have to get it wrong.
But, in the same vein, a second roll for a fighter type should still hit the bad guy and, thus, no fumble.

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.
Well, no.
Break out your alchemist fire and oil and innundate the tank.

More later,

Vahktang
 

kirinke said:
DM: rolls the fumble chart.
DM: well the good news is you injured yourself.
player: the bad news?
DM: you are now a enuch. roll a sanity check.

Cute. Fortunately, we don't use hit location charts as well. ;)
 

My fumble chart is very simple. The problem is it is only valid for melee weapons for now.

Rolling a 1 is a threat
Missing on a second roll means you have drawn an AOO from your opponent(s) who are within reach. This AOO is free (does not count against their normal AOOs)

Still trying to figure out a balance for missle fire.
 

Vahktang said:
Well, yes.
The more you do something, the more chance you have to get it wrong.
But, in the same vein, a second roll for a fighter type should still hit the bad guy and, thus, no fumble.
Why does attacking the high AC tank equate to "doing something more"? And what if the fumble is on his third iterative attack, which has a full 50% chance less of hitting than his first attack? Fighters aren't guaranteed to hit; otherwise, why do they have to roll at all? And what if it's not a fighter doing the attacking?
Well, no.
Break out your alchemist fire and oil and innundate the tank.

...who uses his Tower Shield for cover until you run out of vials, or his priest friend protects him from fire, then the tank charges in anyway. Your solution also only applies under certain combat situations, which an average DM would only present once in a while if he knows that flaming oil is the party's standard tactic. Fumbles can happen in any combat.

MarauderX's point, and I agree, is why should one have a greater chance of fumbling against someone wearing Plate Mail than the same guy in leather? Where's the logic behind it? One could almost argue that you'd fumble more against the lighter armored, more mobile opponent, as he dodges and feints. The tank has to basically stand there and take it.

Again, this is why I just use Attack Roll vs. DC 15 on all fumble checks, so your opponent's armor isn't a factor.
 

Critical Failure Of Any Action.
Roll 1d10 to for the general direction of failed effects.
1 Self
2 Ahead
3 Ahead and to the right
4 Right
5 Behind and to the right
6 Behind
7 Behind and to the left
8 Left
9 Ahead and to the left
10 Self or Direction chosen by DM

Now roll 1d20

1 Attempt fails with adverse and/or strange effects. (Weapon stuck in tree, Character drops pants in a price negotiation...)
2 Attempt ends with character in prone positon.
3 Attempt fails with damage dealt to equipment in direction.*
4 Attempt fails with damage to being in direction.*
5 Attempt fails with 1/2 damage to equipment in direction.*
6 Attempt fails with 1/2 damage to being in direction.*
7 Attempt fails with character throwing personal equipment in direction 20ft..
8 Attempt fails with character throwing personal equipment in direction 15ft..
9 Attempt fails with character throwing personal equipment in direction 10ft..
10 Attempt fails with character throwing personal equipment in direction 5 ft..
11 Attempt fails with character dropping equipment in direction.
12 Something from direction physically prevents action to be done. (Sword caught up in webbing, Lockpicks caught on a pin,...)
13 Something in direction is more interesting than action. Will check DC 15 to act.
14 Something in direction makes future attempts of action to have lessened effects for duration set by DM
15 Action is successful with character taking damage.
16 Action is successful with character's equipment taking damage.
17 Action is successful with damage done to being in direction.*
18 Action is successful with damage done to equipment in direction.*
19 Failure of action makes character afraid to perform it.
20 Divine Intervention from direction prevents character to perform action.
*Direction adjusted to PC's,NPC's,or Enemies nearest that direction.

Option #2 Make something up.
 

On a natural 1, roll d100:

d % Results
01-60 Miss!
61-63 Humiliating Miss! –1 on next attack roll.
64-66 Distracted; opponents next attack at +3 to hit.
67-70 Stumble; Reflex save DC 15, lose Dex mod to AC for D6 – Con Modifier (min of 1) rounds.
71-73 Slip; Reflex save DC 17, or lose weapon. (DC 15 for Two-Handed Weapons).
74-75 Fall; Reflex save DX 20 or fall prone and suffer the effects of Slip above.
76-78 Shield; Reflex save DC 15, or lose shield or offhand weapon (if no shield or offhand weapon, then as Slip, above).
79-86 Weapon damaged. (Roll damage on weapon).
87-90 Hit self. Make an attack roll against your (flat footed) AC.
91-95 Hit friend. Make an attack roll against a random (flat footed) ally. If no friend see "Soft Earth" below. If no Soft Earth, use "Weapon Damaged" above.
96-97 Twist ankle; half speed for 1 minute, Reflex save DC 22 or suffer D6 damage and results of ‘Fall’ above.
98-99 Strap Cut; a critical strap connecting your armour is ruined in the mêlée, causing the armour to be reduced in effectiveness. Take a –2 penalty to your AC until it has been repaired. If your armour bonus is lower than this, your clothes are destroyed!
00 Roll twice, ignoring further rolls of 00.

"Soft Earth" - Your attack goes wild and hits the nearest soft object (doorframe, corpse, mud, table, etc), and lodges itself fast. Pass a Strength check with a DC of 10 + your damage roll. Your weapon is dirtied, but otherwise undamaged.
 

I have two, one for melee and one for missile. Both apply for magical attacks, touch or rays.

In melee, mine's simple. Roll a 1 and you provoke an attack of opportunity. No confirmation roll, automatic AoO. But it still isn't an automatic hit, your opponent still has to hit you. This is fast and simple and makes combat feel more dynamic. I like mechanics that I can parse into cinematic description, and it feels good to say that 'the orc swings a wild overhand blow you easily dodge, but opens his belly to your blade.' It gets really exciting in a tough fight when a PC rolls a 1, then the bad guy rolls a 1 in response provoking one back from the PC!

For missile combat, I simply take about a 90 degree arc and roll randomly among the possible targets. Then roll an attack with no modifiers. If it hits, the new target is hit instead.
 

Sir Brennen said:
Why does attacking the high AC tank equate to "doing something more"?
I meant making more attacks per round, not just attacking the tank.
And what if the fumble is on his third iterative attack, which has a full 50% chance less of hitting than his first attack? Fighters aren't guaranteed to hit; otherwise, why do they have to roll at all? And what if it's not a fighter doing the attacking?
Trying to get that third hit in and you're reaching.
You're reaching and it makes it easier for thing to go wrong.
And if a rogue's, etc doing it, they aren't as experienced so they're reaching.

...who uses his Tower Shield for cover until you run out of vials, or his priest friend protects him from fire, then the tank charges in anyway. Your solution also only applies under certain combat situations, which an average DM would only present once in a while if he knows that flaming oil is the party's standard tactic. Fumbles can happen in any combat.
First off, who the heck carries a tower shield into combat?
And if you throw the oil at the guy's feet, you get a pool that the shield doesn't help with.
And fumbles can happen with the oil, too (that would be fun)

MarauderX's point, and I agree, is why should one have a greater chance of fumbling against someone wearing Plate Mail than the same guy in leather? Where's the logic behind it?
'Cause it's harder to effectively hit the guy in plate mail, and, when you do effectively hit, the armor has some protection against damage.
The lightly armored guy you hit and you damage.
That's the logic behind it.

One could almost argue that you'd fumble more against the lighter armored, more mobile opponent, as he dodges and feints. The tank has to basically stand there and take it.
Well, no, his armor takes it, he doesn't.
Again, this is why I just use Attack Roll vs. DC 15 on all fumble checks, so your opponent's armor isn't a factor.
So you have the same exact chance to fumble against a naked guy, with his hands tied (AC 8) as a guy in +5 plate with a +5 shield and a +5 amulet of natural armor (AC 33)?
Where's the logic in that?

More later,

Vahktang
 

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