Post by Velaryon on Mar 8, 2012 17:39:02 GMT -5
It came to my attention some time ago that critical fumbles are actually only a house rule, and not an official rule in D&D. I've played with critical misses on attack rolls since I first started playing, and I didn't realize they were actually a house rule until much later.
Even after discovering that they were a house rule, I didn't really have a problem with it until it was pointed out to me that 1) fumbles penalize certain characters more than others, and 2) in some ways it's actually easier and more penalizing for higher level characters than it is for lower level characters.
To elaborate:
1) Critical fumbles as we have played them happen when you roll a natural 1 on an attack roll, then fail the confirmation roll. Certain classes (like most spellcasters) aren't that dependent upon attack rolls in combat, and thus fumble rules don't hurt them as much as other characters. You can't fumble a magic missile, fireball, or dominate person after all.
Also, characters who only have to hit touch AC (warlocks plus again, many spells) also have an easier time of passing the confirmation roll, meaning it's not as bad for them. The people who are most likely to fumble are those who use good old-fashioned attack rolls with weapons, meaning the danger of fumbles is unequal from character to character.
2) In a way, fumbles are actually more of a danger and more of a penalty for higher-level characters than they are for lower-level characters. This is because higher-level characters are rolling more attacks thanks to higher BAB, two-weapon fighting, and so on, which means more chances to roll a natural 1. Also, thanks to those extra attacks they also have more to lose if they DO fumble.
Since we play with a fumble confirmation roll (apparently not everybody does who uses critical fumble house rules), higher-level characters do have an easier time of making the second roll and thus not fumbling, but as their extra attacks are at lower bonuses the chance of a fumble increases every time.
Ultimately, I'm going to leave the decision up to you guys. We can simply eliminate critical miss rules from the game if you want. A roll of a natural 1 would still be an auto-failure for an attack roll or saving throw (but not skill check), but that would be the only penalty - there would be no risk of accidentally hitting a teammate, dropping your weapon, hurting yourself, and so on.
If you like, I can even continue to use the fumble rules for certain enemies like mook soldiers or whatever, for the comic relief they sometimes provide, while simply not using critical miss rules for major characters such as you guys and important enemies.
So what do you say? Should we continue on as we always have, or get rid of critical fumbles?
Edit - Some random dude's perspective from a forum I go to:
Even after discovering that they were a house rule, I didn't really have a problem with it until it was pointed out to me that 1) fumbles penalize certain characters more than others, and 2) in some ways it's actually easier and more penalizing for higher level characters than it is for lower level characters.
To elaborate:
1) Critical fumbles as we have played them happen when you roll a natural 1 on an attack roll, then fail the confirmation roll. Certain classes (like most spellcasters) aren't that dependent upon attack rolls in combat, and thus fumble rules don't hurt them as much as other characters. You can't fumble a magic missile, fireball, or dominate person after all.
Also, characters who only have to hit touch AC (warlocks plus again, many spells) also have an easier time of passing the confirmation roll, meaning it's not as bad for them. The people who are most likely to fumble are those who use good old-fashioned attack rolls with weapons, meaning the danger of fumbles is unequal from character to character.
2) In a way, fumbles are actually more of a danger and more of a penalty for higher-level characters than they are for lower-level characters. This is because higher-level characters are rolling more attacks thanks to higher BAB, two-weapon fighting, and so on, which means more chances to roll a natural 1. Also, thanks to those extra attacks they also have more to lose if they DO fumble.
Since we play with a fumble confirmation roll (apparently not everybody does who uses critical fumble house rules), higher-level characters do have an easier time of making the second roll and thus not fumbling, but as their extra attacks are at lower bonuses the chance of a fumble increases every time.
Ultimately, I'm going to leave the decision up to you guys. We can simply eliminate critical miss rules from the game if you want. A roll of a natural 1 would still be an auto-failure for an attack roll or saving throw (but not skill check), but that would be the only penalty - there would be no risk of accidentally hitting a teammate, dropping your weapon, hurting yourself, and so on.
If you like, I can even continue to use the fumble rules for certain enemies like mook soldiers or whatever, for the comic relief they sometimes provide, while simply not using critical miss rules for major characters such as you guys and important enemies.
So what do you say? Should we continue on as we always have, or get rid of critical fumbles?
Edit - Some random dude's perspective from a forum I go to:
Originally Posted by hewhosaysfish
I've never met a GM who's made me insist on this but my take (as a player) on fumble rules is this:
Take ten 1st level warriors, in melee with 10 straw dummies (medium
inanimate objects, AC5).
The warriors make their 1 attack per round, for 2 minutes (20 rounds); the dummies make no attacks during this time.
If, after 2 minutes of battering straw dummies, any of the warriors are dead or dying then the GM must butter his fumble rules and eat them.
I've never met a GM who's made me insist on this but my take (as a player) on fumble rules is this:
Take ten 1st level warriors, in melee with 10 straw dummies (medium
inanimate objects, AC5).
The warriors make their 1 attack per round, for 2 minutes (20 rounds); the dummies make no attacks during this time.
If, after 2 minutes of battering straw dummies, any of the warriors are dead or dying then the GM must butter his fumble rules and eat them.