Rolling 1 on attack [Archive] - Wizards Community

Post/Author/DateTimePost
JuzaOfTheClouds

06-27-07, 02:51 AM
Was an old (prior to 3.5) rule or is it still valid that if you roll a natural 1 on a range attack you have to roll again to see if you hit someone near the target?
I don't find that rule anywhere on the PHB.

Thanx
Juza
Kid SixXx

06-27-07, 06:50 AM
Was an old (prior to 3.5) rule or is it still valid that if you roll a natural 1 on a range attack you have to roll again to see if you hit someone near the target?
I don't find that rule anywhere on the PHB.

Thanx
Juza

It's an older rule. Depending on how "elaborate" your DM wants to be, rolling a natural 1 constitutes a Critical Fumble which could cause you to drop your weapon, break your weapon, slip and fall, or hit an adjacent target instead of your intended victim.

Usually the adjacent target was an ally.

Since it's not terribly heroic for the good guys (sometimes seasoned veterans) to fall on their butts in the middle of a fight or send their sword flinging accross the room, or accidentally stab a friend, it's probably simpler just to count the natural 1 as an auto-miss regardless of BAB.
captaincarot

06-27-07, 07:46 AM
Since it's not terribly heroic for the good guys (sometimes seasoned veterans) to fall on their butts in the middle of a fight or send their sword flinging accross the room, or accidentally stab a friend, it's probably simpler just to count the natural 1 as an auto-miss regardless of BAB.


Though as a DM it's not half funny when it happens to some one.
dunehunter

07-01-07, 03:40 PM
Depends on the situation. As a dm, I've had the fighter with the greatsword accidentaly chop through a wooden beam, which brought the rotten mansion they were fighting some undead in crashing down around them. At other times, it's something like "you miss, and xxx just lost some of his hair"

Just try to come up with something fun ;)
joepoe

07-03-07, 11:16 AM
There is no other rule than the rule of shooting/throwing into melee (PHB p 140).

Our party use a table of randomized effects of a natural 1 (roll d20 and check the table what happens).

Google to find soms house rules on a 1.
(I tried to find the table, but couldn't)

Good luck!
ShadezofDis

07-03-07, 11:58 AM
I'm a fan of the critical fumble but I decided to confirm it in the same mechanic as confirming a crit.

If someone rolls a 1 then they roll again, if the result is a miss then it's a critical fumble.

Then I make up something appropriate. :)
Steropes

07-03-07, 12:35 PM
I was wondering what hapens if someone rolls natural 1 on melee touch attack? Do one strain his/hers finger?
Zekarra

07-06-07, 11:00 AM
I was wondering what hapens if someone rolls natural 1 on melee touch attack? Do one strain his/hers finger?

Just keep it clean. No stinky fingers.:D

Maybe a wet willie or a fondle.:D
Eli_the_Tanner

07-27-07, 11:44 AM
I tend to use the confirming fumble rule with a DC 10 dexterity check. I created a chart that one would roll on (using a d12 because we thought it was underused) to see what would happen.

Generally for speed we use the rule that you simply miss your next go...act as if dazed due to recovery of balance etc.
1 ton ghost

08-08-07, 03:21 AM
this is a good thread btw.

this has gotta' be the most deviated home brew rule for all gaming groups. i like that tradition though.

around here since 3rd. ed anyway, we usually rule rolling a 1 provokes an attack of opportunity to keep it simple and the combat moving swiftly. it's a nice dynamic opposite to 20 i think in that 20 always hits w/ the potential to crit. nice, right? well, 1 always misses w/ the potential for some pain.

for ranged, or if you're not being threatened, i'll get creative. Dex check or drop bow or lose arrow, maybe another attack roll to see if you hit your boy. might treat it like a crit (in reverse), another really bad roll and you break your bowstring/dmg. the weapon. who knows. get creative.

if you're not being threatened but still make a melee attack for example, i don't know, sometimes a Balance check on slippery ground, could lose weapon on a BAB only roll, whatever.
Dielzen

08-08-07, 02:21 PM
http://paizo.com/gameMastery/accessories/v5748btpy7zdm

This is due out in Jan and complements the Critical Hit deck, which we've used in my campaign, and my players enjoy the variety.
1 ton ghost

08-08-07, 05:12 PM
excellent. nj Dielzen

you should see how heated this EXACT SAME THREAD is getting on the generic d&d (weapons/combat) section. nice to know at least the posts here are intelligent even in disagreement. thanks.

i've kinda' wanted to see the Crit Failure deck but didn't really want to buy it. we had an old Dragon issue (2nd end) back in the early 90's w/ a nice chart in it but it was weapon specific (bludgeoning, slashing, etc.) some of it was brutal too.
Alurvelve

08-16-07, 11:58 PM
Way we do it in our campaigns is like this. You roll a 1 you miss no matter your total attack, then have to roll again. If you hit it's just a normal miss, if you miss again you provoke an attack of oppertunity. If you roll tow 1's in a row not only do you miss and provoke an attack of oppertunity but have to rol again. If you roll and hit or miss you just miss and provoke the AOO. If you roll a third 1 then not only do you miss, and provoke an AOO, but you also drop your weapon (if unamred you fall prone).



Might sound a little complicated but its pretty easy to use. We did this since you can roll 20, then roll again see if crit, then if roll 20 again you crit and can roll again to see for a auto death hit. Makes things interesting.
captaincarot

08-17-07, 02:41 AM
if anyone ever gets the chance to have a look at armslaw/claw law, from rolemaster, there are quite a few suggestions for things that can happen on critical fumbles.
some of them are so sarcastic they're hilarious.

stumble over an imaginary unseen deceased turtle, being part of one of them.
shooting of your own fingers with a cross bow is another little nugget that i liked when it happened to somem one else.
MarkHall

08-19-07, 02:06 AM
Way we do it in our campaigns is like this. You roll a 1 you miss no matter your total attack, then have to roll again. If you hit it's just a normal miss, if you miss again you provoke an attack of oppertunity. If you roll tow 1's in a row not only do you miss and provoke an attack of oppertunity but have to rol again. If you roll and hit or miss you just miss and provoke the AOO. If you roll a third 1 then not only do you miss, and provoke an AOO, but you also drop your weapon (if unamred you fall prone).



You know, I'd use the "fumble" rule before, but not with the AoO involved. That seems like a great way of representing it (for melee combat, at least)
1 ton ghost

08-19-07, 04:07 AM
that's nice. evenly staged and progressively harsher. simple too.
mila

08-24-07, 03:05 PM
Here we go:
You attack and roll a 1. You miss...no exceptions. Also, you roll a DC22 reflex save to hold your weapon. If you fail...you drop (roll d8 for cardinal points as to direction of drop). Result of reflex save: poor...distance increases, close...distance decreases, missed it by one....at your feet.
For those who use 2-handed weapons:
You attack and roll a 1. You miss...no exceptions. Since you have 2 hands on the weapon, you roll a 50/50 to hold or loose the weapon. If you fail the 50/50, roll DC 22 reflex save to hold it.

Simple, straightforward and punishing for players and DMs alike.

Hint: *Locked gauntlets prevent drops.
*A player recently fashioned a lanyard for his bow (after dropping it during battle on a dock...into the water!). Even if he drops he can reel it back in.

Kudos to Chad for his system and Norm for getting a leg up on Murphy's law.