P.F.
2015-06-21, 05:19 PM
In my gaming group we have used fumbles since time immemorial. Typically nat 1 attack roll is a chance for fumble, after which the potential fumbler must pass a very low DC reflex save, 5 or 10 depending on the opponent. Esssentially you have to roll two 1's in a row, or have a truly tragic reflex save to confirm a critical failure. The effect of a fumble is to suffer an immediate attack of opportunity from the opponent you were attacking. This handily passes the room full of practice dummies test since dummies don't take attacks of opportunity.
SOMETIMES, the enemy misses. Sometimes she chooses not to attack. Sometimes, she has already used her AoO. But getting hit an extra time just kinda blows and does not really make the combat more exciting or interesting for martials.
Therefore I propose the following fumble table, which I would construe as satisfying the convention of using fumble rules, for any of the various reasons that people use fumbles, and which addresses all the sundry concerns about critical fumbles, with only one noteworthy exception.
The DM selects an appropriate fumble from the following list, or rolls randomly to determine the mishap. If an inappropriate fumble is rolled, e.g. an armor accident on an unarmored character, roll again.
d6
Fumble
Player chooses option 1
OR option 2
1
Weapon Woes
You drop your weapon.
Your opponent may make an immediate sunder attempt against your weapon. This does not provoke an attack of opportunity.
2
Faulty Footwork
You trip and fall prone.
You remain upright but are disoriented. You count as dazed and flat-footed until your next turn.
3
Stuttered Swing
Your opponent may make an immediate disarm attempt against you. This does not provoke an attack of opportunity.
Re-roll your attack as if you were attempting to subdue (-4 to-hit and nonlethal damage). You provoke an attack of opportunity from this foe.
4
Armor Accident
You suffer a -4 penalty to AC until your next turn
Your movement is reduced by 10' until you spend a move action fixing your armor.
5
Target Trouble
Re-roll your attack against a different target. Select randomly from valid targets
Re-roll your attack as a sunder, disarm, or trip attempt. This provokes an attack of opportunity even if you would not normally provoke due to a feat, class feature, etc.
6
Position Problem
Take a 5' step to any unoccupied square. This counts as your 5' step if you have not yet used one.
Remain in your square but take -2 to AC until your next turn
These are arranged from worst to less bad. Each incorporates elements of risk versus reward and tactical discretion; for example, against an opponent who has already used his attack(s) of opportunity, provoking one is of little consequence. Conversely, an opponent who uses his AoO against you may not be able to use it against your allies later that round.
Furthermore, although players make more attack rolls than any given monster, the sum of all monsters the PC's fight collectively make more attacks than any one given player. This means that the players will also benefit from the fumble table in making certain risk-free attacks they might otherwise not choose to make.
FINALLY! A fumble table that gives martial characters interesting things to do on their turn, pulse-pounding choices to make which might actually influence the outcome of a combat, and exciting interludes between monotonous rounds of "I deal X damage to Y creature."
SOMETIMES, the enemy misses. Sometimes she chooses not to attack. Sometimes, she has already used her AoO. But getting hit an extra time just kinda blows and does not really make the combat more exciting or interesting for martials.
Therefore I propose the following fumble table, which I would construe as satisfying the convention of using fumble rules, for any of the various reasons that people use fumbles, and which addresses all the sundry concerns about critical fumbles, with only one noteworthy exception.
The DM selects an appropriate fumble from the following list, or rolls randomly to determine the mishap. If an inappropriate fumble is rolled, e.g. an armor accident on an unarmored character, roll again.
d6
Fumble
Player chooses option 1
OR option 2
1
Weapon Woes
You drop your weapon.
Your opponent may make an immediate sunder attempt against your weapon. This does not provoke an attack of opportunity.
2
Faulty Footwork
You trip and fall prone.
You remain upright but are disoriented. You count as dazed and flat-footed until your next turn.
3
Stuttered Swing
Your opponent may make an immediate disarm attempt against you. This does not provoke an attack of opportunity.
Re-roll your attack as if you were attempting to subdue (-4 to-hit and nonlethal damage). You provoke an attack of opportunity from this foe.
4
Armor Accident
You suffer a -4 penalty to AC until your next turn
Your movement is reduced by 10' until you spend a move action fixing your armor.
5
Target Trouble
Re-roll your attack against a different target. Select randomly from valid targets
Re-roll your attack as a sunder, disarm, or trip attempt. This provokes an attack of opportunity even if you would not normally provoke due to a feat, class feature, etc.
6
Position Problem
Take a 5' step to any unoccupied square. This counts as your 5' step if you have not yet used one.
Remain in your square but take -2 to AC until your next turn
These are arranged from worst to less bad. Each incorporates elements of risk versus reward and tactical discretion; for example, against an opponent who has already used his attack(s) of opportunity, provoking one is of little consequence. Conversely, an opponent who uses his AoO against you may not be able to use it against your allies later that round.
Furthermore, although players make more attack rolls than any given monster, the sum of all monsters the PC's fight collectively make more attacks than any one given player. This means that the players will also benefit from the fumble table in making certain risk-free attacks they might otherwise not choose to make.
FINALLY! A fumble table that gives martial characters interesting things to do on their turn, pulse-pounding choices to make which might actually influence the outcome of a combat, and exciting interludes between monotonous rounds of "I deal X damage to Y creature."