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Why do we need Fumbles?
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<blockquote data-quote="Janx" data-source="post: 2097018" data-attributes="member: 8835"><p>Crothian's statement in particular seems that Fumbles are designed to foil the PCs. That the emphasis is on the PCs with the desire to see them fumble. I think it is a misconception that you need fumbles to do this. I can TPK my party with a CR5 fire elemental, and they're sixth level. So it is erroneous to assume that without fumbles, the game is a walk in the park for the PCs.</p><p></p><p>I'm curious that nobody commented on my suggestion of using a random action method, for generating broken weapons, falls and dropped weapons. Seems like that's a more fair (in the existing rules) than a 1=bad method many people approach.</p><p></p><p>In that same vein, Particle Man hit on the idea of only using the 1st attack to determine if a fumble occurred. I was waiting for one of you to suggest that.</p><p></p><p>On the flip side, how do you fumble if you aren't swinging a sword (i.e. actively making attack rolls).</p><p></p><p>Personally, I'd be interested in seeing a fumble mechanic that wasn't based on attack rolls, wasn't complicated, and yielded results that make the story better. Self-decapitations are presumed to not make the story better.</p></blockquote><p></p>
[QUOTE="Janx, post: 2097018, member: 8835"] Crothian's statement in particular seems that Fumbles are designed to foil the PCs. That the emphasis is on the PCs with the desire to see them fumble. I think it is a misconception that you need fumbles to do this. I can TPK my party with a CR5 fire elemental, and they're sixth level. So it is erroneous to assume that without fumbles, the game is a walk in the park for the PCs. I'm curious that nobody commented on my suggestion of using a random action method, for generating broken weapons, falls and dropped weapons. Seems like that's a more fair (in the existing rules) than a 1=bad method many people approach. In that same vein, Particle Man hit on the idea of only using the 1st attack to determine if a fumble occurred. I was waiting for one of you to suggest that. On the flip side, how do you fumble if you aren't swinging a sword (i.e. actively making attack rolls). Personally, I'd be interested in seeing a fumble mechanic that wasn't based on attack rolls, wasn't complicated, and yielded results that make the story better. Self-decapitations are presumed to not make the story better. [/QUOTE]
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Why do we need Fumbles?
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