Critical Fumble Rules

This is a record of the first incarnation of this game.
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Eanwulf
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Critical Fumble Rules

Post by Eanwulf » Sat Mar 10, 2007 4:06 am

Critical Fumbles
During an altercation, quick reflexes, high adrenaline levels, and split second decision-making are the order of the day. More often than we would like, these extreme conditions sometimes lead to clumsy acts, botched attacks, and sometimes-fatal accidents. An improperly notched arrow or awkwardly swung weapon can not only cost you a missed attack, but may endanger yourself or your allies. This can be especially true when using an attack of opportunity.

To illustrate this side of combat, a variant rule for critical fumbles has been developed. If you roll a natural 1 on an attack, you must roll a Dexterity check (DC 15). Failure constitues a Critical Fumble. To determine the extent of the fumble use the following equation.

1d3 + your Dexterity modifier (minimum 0, maximum +4)

Now use that total to determine the effect of the critical fumble on the appropriate table.

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