- emphasis addedI don't like critical fumble rules for several of the reasons posted above. Most particularly, however, is game balance. Why put in a rule that dynamically NERFS melee types while doing absolutelynothing with casters?
Why does a 6th level character have a 2x more likely chance of screwing up than a 5th level character?
If you put in a series of checks and balances to make sure it doesn't happen often, as [MENTION=4937]Celebrim[/MENTION] pointed out, and the actual chance is only 1 in over 9000, why even have the rule?
- emphasis addedIf it doesn't come up in 99% of games, it obviously isn't something that is super important.
And casters ARE totally a part of the conversation, because they are a part of the game, and they do not suffer from the same mechanical "houserule" as proposed by the PHB.
I'm sorry, I'm still not convinced that critical fumble rules (or, by extension, massive damage save rules) add anything meaningful to the game. They are either high impact and often unfun, not to mention difficult to believe, or they are a minor aspect of the game, another rule to remember but seldom actually use.
And if you want immerse, round by round dynamic combat where balance, parrying, stance, etc comes into play, try playing a more rules-lite game. D&D just doesn't carry the chassis to support that type of play, sad as that is.
If you want to create a whole in-depth set of rules to handle it in a fair, balanced, yet non-trivial way, good on you. I'd rather just ignore the fact that that rule even exists and move on with my game.
Warriors must make attack rolls in order to do their jobs. Casters do not. That is the difference.For some of us with fumble systems, casters are affected by them, at least when there is an attack roll.
Has anyone actually said so?Nobody's trying to tell you not to. Is there any reason why the fumble-lovers should give up their fumble systems, which in many cases make them quite happy, in order to appease you?
I don't like critical fumble rules for several of the reasons posted above. Most particularly, however, is game balance. Why put in a rule that dynamically NERFS melee types while doing absolutely nothing with casters? Why does a 6th level character have a 2x more likely chance of screwing up than a 5th level character? If you put in a series of checks and balances to make sure it doesn't happen often, as [MENTION=4937]Celebrim[/MENTION] pointed out, and the actual chance is only 1 in over 9000, why even have the rule? If it doesn't come up in 99% of games, it obviously isn't something that is super important.
It either messes with PCs who don't need to be messed with anymore than already fighting for their lives, or it comes up so seldom that devoting time and effort to remembering it and enforcing it doesn't achieve any more immersion into the game.
I don't like rules that aren't applicable, and I don't like rules that kick a downed dog. I don't play with either fumble OR death by massive damage saves because statistically speaking, they mostly only really mess with melee oriented PCs, and rolling a 1 already sucks enough as it is.
And anyways, why do people debate ANYTHING on the internet?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.