Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Post your Fumble Charts here!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sir Brennen" data-source="post: 1295150" data-attributes="member: 553"><p>The math makes it easier for things to go wrong, yes, but aren't you then punishing the fighter for using his class abilities? Using fumbles this way dissuades characters from ever using the full attack action, and causes fumbles to occur <em>more often </em> at higher levels if they do, which, either way, reduces the power of the fighter class significantly. Better to only check on the first attack in a sequence, rather than penalize a fighter for doing his job.</p><p>You ignored the fire-proof possiblity, DM control of circumstances, and the overall point that you provided a limited, specific solution to a general issue.</p><p>And how does any of that translate into a reason to fumble more often against the tank? (Effectively) miss more often, yes, but fumble?</p><p>Besides the point. The less mobile tank is easier to hit, if not damage, as you pointed out. This is all abstracted and simplified in the "you either hit or you miss" result of the attack roll.</p><p>You use extreme examples to explain something you can't rationalize for more common cases?</p><p></p><p>Even so, if the naked guy is just standing there, and he can't fight back, it's a Coup de Grace, and fumbles don't come into play. If he's sane, then he's running for his life, and you once again have a more mobile target than the plate mail guy. Possilibity of fumbles for a number of reasons enter the picture, <em>unrelated to his AC.</em></p><p></p><p>Maybe our views of what a fumble is should be clarified. From what I'm reading, your view is: if you hit something hard, the more likely your weapon is to bounce out of your hand. Not unreasonable, but not my definition, which might be where our differences lie.</p><p></p><p>Mine is: in the heat of fighting for your life, all manner of unexpected, unpleasant things can happen, and the better trained at fighting you are, the more likely you are to recover from such an event. A fumble isn't just a really bad miss, a moment of clumsiness. It's the guy trying to kill you swinging so hard he knocks the weapon from your hand, or cleaves it in two. It's a slipping on the blood-soaked floor, or falling for an opponents subtle feint so that you leave yourself wide open. It's the chaos of battle.</p><p></p><p>Okay, maybe a little over the top, but you get the idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> So, I think you can see, from my perspective, the opponen't AC is just one of many possible factors which I abstract into a flat DC 15.</p><p></p><p>Make sense?</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 1295150, member: 553"] The math makes it easier for things to go wrong, yes, but aren't you then punishing the fighter for using his class abilities? Using fumbles this way dissuades characters from ever using the full attack action, and causes fumbles to occur [I]more often [/I] at higher levels if they do, which, either way, reduces the power of the fighter class significantly. Better to only check on the first attack in a sequence, rather than penalize a fighter for doing his job. You ignored the fire-proof possiblity, DM control of circumstances, and the overall point that you provided a limited, specific solution to a general issue. And how does any of that translate into a reason to fumble more often against the tank? (Effectively) miss more often, yes, but fumble? Besides the point. The less mobile tank is easier to hit, if not damage, as you pointed out. This is all abstracted and simplified in the "you either hit or you miss" result of the attack roll. You use extreme examples to explain something you can't rationalize for more common cases? Even so, if the naked guy is just standing there, and he can't fight back, it's a Coup de Grace, and fumbles don't come into play. If he's sane, then he's running for his life, and you once again have a more mobile target than the plate mail guy. Possilibity of fumbles for a number of reasons enter the picture, [I]unrelated to his AC.[/I] Maybe our views of what a fumble is should be clarified. From what I'm reading, your view is: if you hit something hard, the more likely your weapon is to bounce out of your hand. Not unreasonable, but not my definition, which might be where our differences lie. Mine is: in the heat of fighting for your life, all manner of unexpected, unpleasant things can happen, and the better trained at fighting you are, the more likely you are to recover from such an event. A fumble isn't just a really bad miss, a moment of clumsiness. It's the guy trying to kill you swinging so hard he knocks the weapon from your hand, or cleaves it in two. It's a slipping on the blood-soaked floor, or falling for an opponents subtle feint so that you leave yourself wide open. It's the chaos of battle. Okay, maybe a little over the top, but you get the idea :D So, I think you can see, from my perspective, the opponen't AC is just one of many possible factors which I abstract into a flat DC 15. Make sense? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Post your Fumble Charts here!
Top