Hawk Diesel
Adventurer
And even with all of that, the high level fighter is going to fumble at least 3 times more often than the rogue of the same level. More than that when the fighter action surges.
I've played around with fumbles because in theory they're fun. I've just never found a method to balance out classes that get multiple attacks or builds that dual-wield weapons versus single attack classes.
I'm not telling you how to run your game, but in your game (if I stuck around) I would never play a fighter. The cost is just too high. Anyway, I didn't mean to XXXX all over your thread or your ideas. Have fun gaming!
I think what you state is a valid concern. I'm sorry your experience with fumble tables hasn't been good (Me and my group have thoroughly enjoyed them). One way you could do it is allow a fighter to reroll a fumble confirmation once for each attack they have over 1. This way, they get more chances to avoid a true fumble that increases for each attack they can make. You could do the same for confirmation of crits, making the fighters more likely to make crits than the rogue or wizard.