Yes, Another Critical Fumble Thread....... [Archive] - Wizards Community

Post/Author/DateTimePost
Draco Strang

02-26-07, 09:34 PM
I've been DMing for the same group for about a year now, and been DMing in general for about 8 years. In all the time that we've played 3.0/3.5, critical fumbles (rolling a natural one) have gone like this:

For physical melee attacks, rolling a natural one immediately provokes an attack of opportunity from the creature being attacked. Any subsequent attacks that the character would be entitled to (high BAB, Haste spell, Improved Two Weapon Fighting feat, etc.) are immediately lost for that round. That way, a 20th level TWF fighter can't incur a half-dozen AoO in the same round, all by his lonesome. That's just stupid.

For physical ranged attacks, the bowstring snaps, crossbow jams, or your thrown weapon slips from your grip, requiring you to spend the rest of the round re-adjusting and getting back to good.

For touch attack and ranged touch attack spells, you accidentally center the spell on yourself and take 1/4th the normal damage.

Now, this set of rules was sort of co-created between myself and about a half dozen other folks through our years together, and we didn't mind them. I've used them for several groups, and had no complaints. However, a player in my current game feels that they are rather punishing towards PCs, and is asking me to consider changing them up. In my defense, these rules apply to monsters and enemy NPCs as well.

What do you guys think...ok, or should I start looking for alternatives?
Thomar_of_Uointer

02-26-07, 11:37 PM
Just so you know I'm biased, I think critical fumbles are a Bad IdeaTM.

That way, a 20th level TWF fighter can't incur a half-dozen AoO in the same round, all by his lonesome. That's just stupid.

I just think it's funny that that level 20 fighter has a better chance of leaving an opening for an attack of opportunity behind his highly practiced wall of steel than a level 1 fighter with a shield and spear.


Okay, what do you do if a character with a ranged weapon doesn't want to fix his weapon? Just change it to a full round action to fix a ranged weapon after failure.

I think you should allow some kind of check or save (a DC 15 Dexterity check sounds reasonable) to avoid any kind of critical fumble, this helps TWF builds (the ones who suffer the most from it), and gives the players a little more control over it.
weasel0

02-28-07, 07:23 PM
Show him the Crit Fumb charts in an Hackmaster book.
He'll love what you have!

That game is FUN!! in a very harsh-kill-the-players kinda way.
FriendoftheDork

03-03-07, 04:49 AM
Fumble rules are almost always silly. You say that since the high level TWF loses a whole bunch of attacks if he rolls a nat 1 he can only fumble once, he is better off than a low level one?

That's not logical. In your system, the better the character is the more likely is he to fumble!

Heres the system I use myself: After rolling a natural 1, the character loses all attacks for the round in order to regain balance. Then you roll a "confirmation check" d20+cha bonus (luck)+base attack bonus(skill) DC 15. If you fail, you screw up in some way: Provoke an AoO, discharge touch spell, drop weapon, drop prone, break bowstring, injure self, injure other. The severity of the fumble is dependent on how poor the confirmation check is.

Example: A first level barbarian rolls a nat 1, followed by a check of 2 (-1 cha, +1 BAB). He swings wide with his greatsword and gets another attack at an adjacent friend.

Note: This happens seldom.
AngelofCthulhu

03-03-07, 09:19 AM
In my group I just count it an automatic miss. I don't like messing with their characters too much and critical fumbles many times end up being Busy Work. I don't like Busy Work.