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Trying to make 5e more oldish and want some people's opinions
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<blockquote data-quote="Lanefan" data-source="post: 7535966" data-attributes="member: 29398"><p>In older editions where a round was a minute this was absolutely true (and by extension the fumble could have happened in the fiction on any one of those non-rolled swings, but is reflected by the poor roll on the die for the "real" swing). In the newer editions, however, where a round is only a few seconds there's probably not that many "extra" swings that aren't being rolled for.</p><p>I see what you're saying, though I don't entirely agree with it.</p><p></p><p>I see it more as the multi-attack fighter is just moving that much faster - cramming what would once have been two rounds worth of attacking into one round. In other words, there's just as many "extra" or non-rolled swings per rolled swing, they just all happen faster in clock time due to experience and training.</p><p></p><p>In case it matters, the system I use is that on a nat. 1 (or any attack where penalties bring the roll to or below a 1) you roll a d6, and only on a 1 on that do you fumble. Otherwise on a nat. 1 you miss and a modified 1 or less is treated as a normal attack and can with enough bonuses, sometimes, still hit.</p><p></p><p>And there's loads of possible outcomes on a fumble. The most common is minor (i.e. unmodified d4) damage to self or ally. Damage (or potential damage) to weapon is another common one. Lowering your guard by mistake such that your opponent gets a free attack (much like an AoO) is another. Less common are dropping or throwing your weapon, or more significant damage to self or ally, or losing your footing (though this one's situation and terrain-dependent), or damage to your shield or armour. Rare outcomes include critical damage to self or ally, or a combination of lesser effects.</p><p></p><p>I also use 30-second rounds, which makes fumbles easier to narrate.</p><p></p><p>Something else to keep in mind is that all the stats that are being applied to fumbles also apply to criticals.</p><p></p><p>It doesn't matter what edition you're playing, the most complicated combats to run are always when it's an NPC full-scale adventuring party against the PCs.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7535966, member: 29398"] In older editions where a round was a minute this was absolutely true (and by extension the fumble could have happened in the fiction on any one of those non-rolled swings, but is reflected by the poor roll on the die for the "real" swing). In the newer editions, however, where a round is only a few seconds there's probably not that many "extra" swings that aren't being rolled for. I see what you're saying, though I don't entirely agree with it. I see it more as the multi-attack fighter is just moving that much faster - cramming what would once have been two rounds worth of attacking into one round. In other words, there's just as many "extra" or non-rolled swings per rolled swing, they just all happen faster in clock time due to experience and training. In case it matters, the system I use is that on a nat. 1 (or any attack where penalties bring the roll to or below a 1) you roll a d6, and only on a 1 on that do you fumble. Otherwise on a nat. 1 you miss and a modified 1 or less is treated as a normal attack and can with enough bonuses, sometimes, still hit. And there's loads of possible outcomes on a fumble. The most common is minor (i.e. unmodified d4) damage to self or ally. Damage (or potential damage) to weapon is another common one. Lowering your guard by mistake such that your opponent gets a free attack (much like an AoO) is another. Less common are dropping or throwing your weapon, or more significant damage to self or ally, or losing your footing (though this one's situation and terrain-dependent), or damage to your shield or armour. Rare outcomes include critical damage to self or ally, or a combination of lesser effects. I also use 30-second rounds, which makes fumbles easier to narrate. Something else to keep in mind is that all the stats that are being applied to fumbles also apply to criticals. It doesn't matter what edition you're playing, the most complicated combats to run are always when it's an NPC full-scale adventuring party against the PCs. [/QUOTE]
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