| Post/Author/DateTime | Post |
|---|---|
| I_Strahd12-25-05, 09:56 PM | i have come up with my own critical hit and critical fumble chart. and i think its lacking. could you come up with any other charts that are more fun. when they make a critical, they roll percentile dice to see what they get as an extra added bonus. critical hit 1-20 disarm 21-40 trip 41-60 creatures weapon hits closest ally or himself 61-80 trips and looses weapon 81-100 looses weapon and hits ally within ten foot radius or him/her self. critical fumble is the opposite of critical hit. i could make things up at the cuff but they seem to have more fun if they get to have something to do with it. |
| Dig12-25-05, 10:11 PM | or you could just use the crit and fumble tables from rolemaster :cool: |
| I_Strahd12-25-05, 10:14 PM | or you could just use the crit and fumble tables from rolemaster :cool: where can i find this rolemaster. if you would. |
| a_psh12-25-05, 10:37 PM | This comes up about once a week. Look at the Combat or DM boards. General consensus is that anything that causes you to actually hit an ally on a fumble is just too plain comical and unrealistic to go on such a chart. |
| ressurrector12-25-05, 10:40 PM | This comes up about once a week. Look at the Combat or DM boards. General consensus is that anything that causes you to actually hit an ally on a fumble is just too plain comical and unrealistic to go on such a chart. http://www.hoodyhoo.com/kodt05.htm take a look at this, and keep wondering about if you want critical fumbles. linked wrong one first time |
| I_Strahd12-25-05, 10:49 PM | This comes up about once a week. Look at the Combat or DM boards. General consensus is that anything that causes you to actually hit an ally on a fumble is just too plain comical and unrealistic to go on such a chart. its sad that you think that. in this totally real world. but in a world that is made up, it could be a real fun aspect of the game. players can sit at home and think of ways to damage anything they want. thats where dnd comes in. it gives them structure to play. and if we can make things happen that is a bit "hollywood" then so be it. they want fun! |
| Attila12-25-05, 11:03 PM | It's your game, have fun with it. Some random ideas I will through out.... on a fumble you could-- -manage to hold onto your weapon -drop your weapon next to you -drop your weapon and it slides/bounces 10' in random direction -drop your weapon and it slides/bounces 20' in random direction -hit random person (friendly or enemy) within 5' of you You might use modifiers (amounts added to whatever is rolled) depending on if the PC is using a melee or ranged weapon, and scale your chart so that either higher or lower rolls correspond more to melee or ranged weapons. |
| ressurrector12-25-05, 11:07 PM | Don't forget this one: you hit, and your weapon sticks, you need to make a str check to pull it back out. BTW, my DM used to allways give us a reflex save vs dropping/throwing weapons unintensionally. |
| a_psh12-26-05, 02:20 AM | http://www.hoodyhoo.com/kodt05.htm take a look at this, and keep wondering about if you want critical fumbles. linked wrong one first timeI'm rather unclear on why you posted this in response to me, either than to further illustrate the point that over-the-top fumbles are really dumb. ... Also, thing that comes up every darn time: you need to make sure that your system doesn't unfairly shaft characters that make multiple attacks per round, such as high-level fighters. A flat roll-a-1-and-you-roll-on-the-chart system probably isn't going to cut it. Seriously, there's five years worth of threads on this, full of good advice on how to do fumbles in a reasonable way (in addition to arguments for why one should or shouldn't and the occasional name-calling, of course). |
| ressurrector12-26-05, 02:56 AM | I found that on critical fumbles, dropping your weapon unless you roll a reflex save, or taking an AoO worked fine. Hitting your aallies is a little over the top, and if certain characters have very powerfull weapons...it can lead to serious in game hostility. |
| Milburn12-26-05, 05:11 AM | I do it on the fly, if i feel a fumble is appropriate I lob one in. But yes, like a_psh said, using your system, a 20th level swashbuckler with an +5 Rapier and feats to maximise it is more likely to stab himself than a first level drunk commoner with a dire flail. |
| ressurrector12-26-05, 05:20 AM | Here's an idea, if you really want your PCs stabbing eachother. Roll an attack vs the selected ally (who is flatfooted unless they succeed a spot check/reflex save) SUBTRACT 1/2 your BAB, relevant feats/abilities (like weapon focus), and your dext modifier. Add any weapon enhancements to the attack roll. this is to show that a more skilled fighter would be better at NOT hitting his allies, and I think DEX is a more relevant stat than STR, not to mention weapon enhancement bonuses don't give a darn what they're cutting through. Also if your friend is wearing a +5 full plate, how likely is it that an ACCIDENTAL thrust with your weapon is going to even nick him, when so many monsters fail to? Discuss. |
| Milburn12-26-05, 05:27 AM | Hmmm... perhaps only apply the dex to finessable weapons? With an out of control Greataxe, it is still going to be strength to avoid hitting people, simply by flinging it the other way. I like that more than just the original hitting allies idea. |