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	<title>Comments on: Flawed House Rule: Weapon Fumbling</title>
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	<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling</link>
	<description>A blog for all fans of Dungeons &#38; Dragons.</description>
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		<title>By: Zach</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-88289</link>
		<dc:creator>Zach</dc:creator>
		<pubDate>Sun, 11 Apr 2010 10:51:21 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-88289</guid>
		<description>My group has experimented with this house rule in many many different ways but we decided to keep it because it made sense to us.  Sometimes it isn&#039;t the fact that your weapon just slips out of your hand but to the fact that your weapon is actually trying to hit something that is mobile and wearing stuff to try to stop your attack.  Every attack is supposed to be hitting someone&#039;s sword or shield or armor or thick hide on a moving target that is also trying to kill you.  

It&#039;s not as simple as a tennis match as someone suggested earlier.  In tennis you have a large springy paddle hitting a light soft fluffy ball.  In medieval combat you are swinging a 3-15 pound object very hard at someone who is likely to be trying to counter that by also swinging a 3-15 pound object or deflecting it with a shield.  Maybe you lose it because you are disoriented from the fight or a hit, maybe it is because your footing slipped while you were swinging and you started to use your hand to maintain balance or somehow lost focus on your grip, maybe it&#039;s because your hand hit his shield on your swing and your hand goes numb for a moment.  It&#039;s not that hard to believe that in a medieval combat situation with all the variables going on that even an experienced warrior is going to lose his weapon some time... but very rarely.  Here is our solution to this house rule. 

If you roll a natural 1 you get to make another roll that is d20 + Dex Modifier + Weapon Focus (if applicable) + Weapon Enhancement vs DC 10 Recovery.  At level 1, a big brute fighter might have a +2 to retain his weapon while a nimble rogue might have a +5. At level 10 a fighter with a +2 weapon might have a +5 bonus while the rogue might have a +7.  By level 20 any combatant should be at least a +8 making failure only on a natural 1.  There are 4 possibilities to come out of this. (Odds based on a +5 bonus)

1. Roll a natural 20:  Critical recovery!  You quickly realize the situation and regrip your weapon (regain your footing for natural weapon users) during the attack so that no one is the wiser and you retain the rest of your attacks. (1:400 odds)

2. Beat DC 10:  You successfully retain possession on your weapon (or retain your footing for natural weapon users) but in a manner that your foe realizes your mistake and goes on the offensive.  You retain the rest of your attacks but have -2 to hit and AC til the end of your next turn. (1:27 or 15:400 odds)

3. Fail DC 10:  You successfully keep your weapon (footing) but it requires your entire concentration to do so and manage to fend off attacks. You lose the rest of your attacks for that round and suffer a -2 AC until the end of your next turn. (1:133 or 3:400 odds)

4. Roll Natural 1:  You are in danger of losing your weapon/footing in such a manner that it is going to fly away (completely slip).  Make another roll using the same DC as before.  (1:400 odds)

5. Beat DC 10: Revert back to choice number 3. (1:500 or 16:8000 odds)

6. Fail DC 10: You have completely botched your attack.  Not only do you lose the rest of your attacks this round but next round as well and suffer the -2 AC.  You do manage to hold onto your weapon unless you willingly let it go, if you choose this option it is assumed you think that you are better off being defensive and you no longer suffer the -2 AC and are free to draw another weapon next round (providing another bonus to quick draw).  Roll a d8... weapon flies 1 square in that direction starting from the square directly in front of him and rotating clockwise. (1:2667 or 3:8000 odds)

7. Roll a natural 1: The weapon&#039;s gone and you didn&#039;t even know it was going to happen.  You are shocked at the departure of your weapon (footing/overswing) that you lose the rest of your attacks, but you do not suffer the penalty to AC. (1:8000 odds)

That&#039;s our system and none of it is too drastically bad the PC in the unlikely event that they fail THAT bad.  You have to remember too that when you are a legendary warrior... you are also fighting legendary monsters and NPCs and not those orcs you slaughtered as a child... they know how to press the advantage as well. There&#039;s only a 0.05% chance that you could lose your weapon and a 0.70% chance you lose your attacks for the rest of the round.  And that&#039;s for just moderate warriors and it only gets harder to epic fail as you level.  Complicated?  Maybe... but so is combat.</description>
		<content:encoded><![CDATA[<p>My group has experimented with this house rule in many many different ways but we decided to keep it because it made sense to us.  Sometimes it isn&#8217;t the fact that your weapon just slips out of your hand but to the fact that your weapon is actually trying to hit something that is mobile and wearing stuff to try to stop your attack.  Every attack is supposed to be hitting someone&#8217;s sword or shield or armor or thick hide on a moving target that is also trying to kill you.  </p>
<p>It&#8217;s not as simple as a tennis match as someone suggested earlier.  In tennis you have a large springy paddle hitting a light soft fluffy ball.  In medieval combat you are swinging a 3-15 pound object very hard at someone who is likely to be trying to counter that by also swinging a 3-15 pound object or deflecting it with a shield.  Maybe you lose it because you are disoriented from the fight or a hit, maybe it is because your footing slipped while you were swinging and you started to use your hand to maintain balance or somehow lost focus on your grip, maybe it&#8217;s because your hand hit his shield on your swing and your hand goes numb for a moment.  It&#8217;s not that hard to believe that in a medieval combat situation with all the variables going on that even an experienced warrior is going to lose his weapon some time&#8230; but very rarely.  Here is our solution to this house rule. </p>
<p>If you roll a natural 1 you get to make another roll that is d20 + Dex Modifier + Weapon Focus (if applicable) + Weapon Enhancement vs DC 10 Recovery.  At level 1, a big brute fighter might have a +2 to retain his weapon while a nimble rogue might have a +5. At level 10 a fighter with a +2 weapon might have a +5 bonus while the rogue might have a +7.  By level 20 any combatant should be at least a +8 making failure only on a natural 1.  There are 4 possibilities to come out of this. (Odds based on a +5 bonus)</p>
<p>1. Roll a natural 20:  Critical recovery!  You quickly realize the situation and regrip your weapon (regain your footing for natural weapon users) during the attack so that no one is the wiser and you retain the rest of your attacks. (1:400 odds)</p>
<p>2. Beat DC 10:  You successfully retain possession on your weapon (or retain your footing for natural weapon users) but in a manner that your foe realizes your mistake and goes on the offensive.  You retain the rest of your attacks but have -2 to hit and AC til the end of your next turn. (1:27 or 15:400 odds)</p>
<p>3. Fail DC 10:  You successfully keep your weapon (footing) but it requires your entire concentration to do so and manage to fend off attacks. You lose the rest of your attacks for that round and suffer a -2 AC until the end of your next turn. (1:133 or 3:400 odds)</p>
<p>4. Roll Natural 1:  You are in danger of losing your weapon/footing in such a manner that it is going to fly away (completely slip).  Make another roll using the same DC as before.  (1:400 odds)</p>
<p>5. Beat DC 10: Revert back to choice number 3. (1:500 or 16:8000 odds)</p>
<p>6. Fail DC 10: You have completely botched your attack.  Not only do you lose the rest of your attacks this round but next round as well and suffer the -2 AC.  You do manage to hold onto your weapon unless you willingly let it go, if you choose this option it is assumed you think that you are better off being defensive and you no longer suffer the -2 AC and are free to draw another weapon next round (providing another bonus to quick draw).  Roll a d8&#8230; weapon flies 1 square in that direction starting from the square directly in front of him and rotating clockwise. (1:2667 or 3:8000 odds)</p>
<p>7. Roll a natural 1: The weapon&#8217;s gone and you didn&#8217;t even know it was going to happen.  You are shocked at the departure of your weapon (footing/overswing) that you lose the rest of your attacks, but you do not suffer the penalty to AC. (1:8000 odds)</p>
<p>That&#8217;s our system and none of it is too drastically bad the PC in the unlikely event that they fail THAT bad.  You have to remember too that when you are a legendary warrior&#8230; you are also fighting legendary monsters and NPCs and not those orcs you slaughtered as a child&#8230; they know how to press the advantage as well. There&#8217;s only a 0.05% chance that you could lose your weapon and a 0.70% chance you lose your attacks for the rest of the round.  And that&#8217;s for just moderate warriors and it only gets harder to epic fail as you level.  Complicated?  Maybe&#8230; but so is combat.</p>
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		<title>By: Nick</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-78670</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Fri, 04 Dec 2009 06:59:31 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-78670</guid>
		<description>I completely agree that this is a crap house rule. When I run, a 1 is just a bad miss, and maybe a moment of social embarrassment if it matters (like a duel for instance).

My line of thinking is that if I completely screwed up just 5% of what I do at work, I&#039;d definitely be fired. It&#039;s just not realistic.

Now I do incorporate bad things happening, but it&#039;s usually when someone fails a skill roll that would already have a bad consequence. Even then I only do so if the roll fails by 10 or more.</description>
		<content:encoded><![CDATA[<p>I completely agree that this is a crap house rule. When I run, a 1 is just a bad miss, and maybe a moment of social embarrassment if it matters (like a duel for instance).</p>
<p>My line of thinking is that if I completely screwed up just 5% of what I do at work, I&#8217;d definitely be fired. It&#8217;s just not realistic.</p>
<p>Now I do incorporate bad things happening, but it&#8217;s usually when someone fails a skill roll that would already have a bad consequence. Even then I only do so if the roll fails by 10 or more.</p>
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		<title>By: Dan</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-76735</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Wed, 28 Oct 2009 03:17:02 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-76735</guid>
		<description>We make a Reflex save on a roll of natural 1. If you make it, you simply lose the rest of your attacks. If you fail, you fumble your weapon and need to pick it back up as a move. If you fail with a second natural 1, you throw your weapon, in a direction determined by a d8 roll and a distance determined by d4 squares. If there&#039;s a creature in the line of effect between you and the &#039;destination&#039; square, that creature must make a reflex save to avoid it or take base weapon damage. The whole throwing-your-weapon rule tends to make a funny moment rather than a realistic one, but that&#039;s what we prefer a lot of the time.</description>
		<content:encoded><![CDATA[<p>We make a Reflex save on a roll of natural 1. If you make it, you simply lose the rest of your attacks. If you fail, you fumble your weapon and need to pick it back up as a move. If you fail with a second natural 1, you throw your weapon, in a direction determined by a d8 roll and a distance determined by d4 squares. If there&#8217;s a creature in the line of effect between you and the &#8216;destination&#8217; square, that creature must make a reflex save to avoid it or take base weapon damage. The whole throwing-your-weapon rule tends to make a funny moment rather than a realistic one, but that&#8217;s what we prefer a lot of the time.</p>
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		<title>By: Quicksilver</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-73813</link>
		<dc:creator>Quicksilver</dc:creator>
		<pubDate>Sat, 29 Aug 2009 17:51:39 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-73813</guid>
		<description>Why have any chance of fumble at all when it&#039;ll just piss off your players more and while your monsters can&#039;t be pissed off through multiple encounters and it won&#039;t effect the game if the npc&#039;s &quot;get mad&quot;?</description>
		<content:encoded><![CDATA[<p>Why have any chance of fumble at all when it&#8217;ll just piss off your players more and while your monsters can&#8217;t be pissed off through multiple encounters and it won&#8217;t effect the game if the npc&#8217;s &#8220;get mad&#8221;?</p>
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		<title>By: Tetsubo</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-63332</link>
		<dc:creator>Tetsubo</dc:creator>
		<pubDate>Thu, 25 Dec 2008 04:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-63332</guid>
		<description>I haven&#039;t use a critical fumble system since 1E. They just penalize those with more attacks, as has been stated. On a natural &#039;1&#039; I often just describe a mildly humiliating result of the roll. &quot;Looks like Ragnar is taking up farming as he buries his sword point in the dirt.&quot;</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t use a critical fumble system since 1E. They just penalize those with more attacks, as has been stated. On a natural &#8217;1&#8242; I often just describe a mildly humiliating result of the roll. &#8220;Looks like Ragnar is taking up farming as he buries his sword point in the dirt.&#8221;</p>
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		<title>By: Hereward</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-60680</link>
		<dc:creator>Hereward</dc:creator>
		<pubDate>Mon, 17 Nov 2008 02:25:29 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-60680</guid>
		<description>Personally I like the idea that heroes get it wrong sometimes and use fumbles on a Natural &quot;1&quot;.However I use a slightly weighted system based on a &quot;D% + characters level&quot; to generate the results.This means in the system I use that at 10th level it is impossible to hit yourself or a friend.At 20th level it is impossible to drop a weapon or snap a bowstring.After this it is a case of gradually diminishing combat disadvantages.So a 1st level character rolling &quot;96&quot; for example on a d% will only suffer a minor disadvantage, he was lucky, a 34th level character rolling a &quot;1&quot; on a d% is still going to have a significant disadvantage the following round but is not going to be brutally disadvantaged, his experience saved him.I could factor in ability scores as well and may get round to it one day but I would rather play the game than spend too long writing tables.
     Its my first visit to this site.Its a nice resource and the comments and arguements seem well constructed.I guess my final comment is that fumbles add a nice random element that can liven up the game.Spectacular fumbles live on in the players memories long after fantastic criticals have been forgotten.</description>
		<content:encoded><![CDATA[<p>Personally I like the idea that heroes get it wrong sometimes and use fumbles on a Natural &#8220;1&#8243;.However I use a slightly weighted system based on a &#8220;D% + characters level&#8221; to generate the results.This means in the system I use that at 10th level it is impossible to hit yourself or a friend.At 20th level it is impossible to drop a weapon or snap a bowstring.After this it is a case of gradually diminishing combat disadvantages.So a 1st level character rolling &#8220;96&#8243; for example on a d% will only suffer a minor disadvantage, he was lucky, a 34th level character rolling a &#8220;1&#8243; on a d% is still going to have a significant disadvantage the following round but is not going to be brutally disadvantaged, his experience saved him.I could factor in ability scores as well and may get round to it one day but I would rather play the game than spend too long writing tables.<br />
     Its my first visit to this site.Its a nice resource and the comments and arguements seem well constructed.I guess my final comment is that fumbles add a nice random element that can liven up the game.Spectacular fumbles live on in the players memories long after fantastic criticals have been forgotten.</p>
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		<title>By: Wil K.</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-57416</link>
		<dc:creator>Wil K.</dc:creator>
		<pubDate>Sat, 11 Oct 2008 06:42:59 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-57416</guid>
		<description>@ Wyvern: in general, it is true that fumbling (in most people&#039;s use of the house rule (bad stuff happens like: drop weapon, hit friend/self, etc.)), fumbling IS more damaging to PCs than to monsters/enemies: if fumbling can cause the fumbler to die or nearly die, the expected lifespan of a PC drops significantly; enemy lifespan also drops, but not to such a massive degree.  Monsters and other enemies weren&#039;t meant to last very long (usually 5 rounds in combat), so the fact that they died a turn or two earlier really doesn&#039;t matter that much.  But most PCs in most campaigns are designed to last at least through the session (and usually multiple sessions and multiple adventures), and if fumbling (like its also evil twin cascading criticals) causes them to die in a combat, then the play experience is severely interrupted.  Some people may find this sense of death fun. Personally, I find it stupid - it&#039;s far easier and funner to simply be mature enough to RP the aspect of the fear of death (though some games will intentionally ignore this) than to have to deal with common &#039;random&#039; PC death in the game. It is a game, and the point of a game is (in my opinion) to have fun. Personally, having players&#039; characters randomly die is not fun.

(Not to say that death shouldn&#039;t be without it&#039;s troubles: we usually play with a &#039;temporary&#039; negative level (can&#039;t be removed with restoration, etc.) that goes away when you next level up rather than the permanent negative level.  That way, there&#039;s still a strong penalty for death, but after a while the penalty goes away, letting you play at the same level as the other characters again.  (In older editions, where XP to level was more exponential, this doesn&#039;t seem to be much of a problem (even if you *gasp* had to start at 1st), since although you&#039;ll have a rough time for a little while, you will quickly re-level to where you were before in the time it takes your friends&#039; characters to level maybe once. Just an observation I&#039;ve heard related to me, not actual personal experience.))</description>
		<content:encoded><![CDATA[<p>@ Wyvern: in general, it is true that fumbling (in most people&#8217;s use of the house rule (bad stuff happens like: drop weapon, hit friend/self, etc.)), fumbling IS more damaging to PCs than to monsters/enemies: if fumbling can cause the fumbler to die or nearly die, the expected lifespan of a PC drops significantly; enemy lifespan also drops, but not to such a massive degree.  Monsters and other enemies weren&#8217;t meant to last very long (usually 5 rounds in combat), so the fact that they died a turn or two earlier really doesn&#8217;t matter that much.  But most PCs in most campaigns are designed to last at least through the session (and usually multiple sessions and multiple adventures), and if fumbling (like its also evil twin cascading criticals) causes them to die in a combat, then the play experience is severely interrupted.  Some people may find this sense of death fun. Personally, I find it stupid &#8211; it&#8217;s far easier and funner to simply be mature enough to RP the aspect of the fear of death (though some games will intentionally ignore this) than to have to deal with common &#8216;random&#8217; PC death in the game. It is a game, and the point of a game is (in my opinion) to have fun. Personally, having players&#8217; characters randomly die is not fun.</p>
<p>(Not to say that death shouldn&#8217;t be without it&#8217;s troubles: we usually play with a &#8216;temporary&#8217; negative level (can&#8217;t be removed with restoration, etc.) that goes away when you next level up rather than the permanent negative level.  That way, there&#8217;s still a strong penalty for death, but after a while the penalty goes away, letting you play at the same level as the other characters again.  (In older editions, where XP to level was more exponential, this doesn&#8217;t seem to be much of a problem (even if you *gasp* had to start at 1st), since although you&#8217;ll have a rough time for a little while, you will quickly re-level to where you were before in the time it takes your friends&#8217; characters to level maybe once. Just an observation I&#8217;ve heard related to me, not actual personal experience.))</p>
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		<title>By: Darkfire</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-57403</link>
		<dc:creator>Darkfire</dc:creator>
		<pubDate>Fri, 10 Oct 2008 23:54:35 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-57403</guid>
		<description>@Swordgleam:
While no doubt very entertaining, the trouble with allowing your players to choose their own outcome for a fumble will lead to eventual discrepancies in the severity of the penalty. Those players dropping weapons are penalising themselves more than say an archer engaging in a bit of friendly fire or more than they would be by simply injuring themselves. Hell, at high-level, if given the choice between taking damage or losing out on 2 or 3 more attacks I&#039;d only drop the attacks if the damage would knock out/kill my character. Although, for RP purposes, it would be far appropriate to lose out on attacks as a result of self-inflicted injury.

I&#039;ve no objection to fumble tables providing there&#039;s a nice sliding scale of penalties on it with the least/most detrimental penalties being the least likely roll. A job for 2d6 or variable margins on a d100 maybe? 

@Wyvern:
Sure, everyone is as likely to fumble as everyone else and the more attacks you make during a round, the more likely one of them is going to result in a fumble. Under your GM&#039;s house rule and at levels 1-5, a fumble is only ever worse than a miss for dual-wielders, rapid-shot archers, flurrying monks and multi-attacking creatures all of whom could miss out on an attack (or two).

That said, consider situations where PCs are outnumbered significantly but are at a slightly higher level and you&#039;ll see that one of the opponents fumbling is less detrimental to the group of opponents than a PC fumbling is to the group of PCs. 

Example: For a group of 4 PCs vs 20 orcs (an easy encounter for 7th-level PCs). Let&#039;s say for a moment all of the PCs are in martial classes, have taken improved two-weapon fighting and have necked Haste potions so will have a total of 5 attacks each a round.

An orc fumbles an attack. This has no baring on the rest of the orcs&#039; attacks. In fact, as group, regardless of the number of fumbles rolled, they make 20 attacks a round.
A PC fumbles an attack and, under your GM&#039;s house rule (which is more reasonable than a fumble resulting a dropped weapon), loses between 0 and 4 subsequent attacks. As a group, the PCs will only make between 16 and 20 attacks in a round where one of them fumbles and may potentially make only 4 attacks if they all fumble on their first attack.</description>
		<content:encoded><![CDATA[<p>@Swordgleam:<br />
While no doubt very entertaining, the trouble with allowing your players to choose their own outcome for a fumble will lead to eventual discrepancies in the severity of the penalty. Those players dropping weapons are penalising themselves more than say an archer engaging in a bit of friendly fire or more than they would be by simply injuring themselves. Hell, at high-level, if given the choice between taking damage or losing out on 2 or 3 more attacks I&#8217;d only drop the attacks if the damage would knock out/kill my character. Although, for RP purposes, it would be far appropriate to lose out on attacks as a result of self-inflicted injury.</p>
<p>I&#8217;ve no objection to fumble tables providing there&#8217;s a nice sliding scale of penalties on it with the least/most detrimental penalties being the least likely roll. A job for 2d6 or variable margins on a d100 maybe? </p>
<p>@Wyvern:<br />
Sure, everyone is as likely to fumble as everyone else and the more attacks you make during a round, the more likely one of them is going to result in a fumble. Under your GM&#8217;s house rule and at levels 1-5, a fumble is only ever worse than a miss for dual-wielders, rapid-shot archers, flurrying monks and multi-attacking creatures all of whom could miss out on an attack (or two).</p>
<p>That said, consider situations where PCs are outnumbered significantly but are at a slightly higher level and you&#8217;ll see that one of the opponents fumbling is less detrimental to the group of opponents than a PC fumbling is to the group of PCs. </p>
<p>Example: For a group of 4 PCs vs 20 orcs (an easy encounter for 7th-level PCs). Let&#8217;s say for a moment all of the PCs are in martial classes, have taken improved two-weapon fighting and have necked Haste potions so will have a total of 5 attacks each a round.</p>
<p>An orc fumbles an attack. This has no baring on the rest of the orcs&#8217; attacks. In fact, as group, regardless of the number of fumbles rolled, they make 20 attacks a round.<br />
A PC fumbles an attack and, under your GM&#8217;s house rule (which is more reasonable than a fumble resulting a dropped weapon), loses between 0 and 4 subsequent attacks. As a group, the PCs will only make between 16 and 20 attacks in a round where one of them fumbles and may potentially make only 4 attacks if they all fumble on their first attack.</p>
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		<title>By: Wyvern</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-57374</link>
		<dc:creator>Wyvern</dc:creator>
		<pubDate>Fri, 10 Oct 2008 18:13:22 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-57374</guid>
		<description>The GM of the group I play with has a house rule that rolling a natural 1 ends your attack action (i.e. you lose any additional attacks you may have).  Most of our PCs are below 6th level, so it actually comes into play most often with creatures that have claw-claw-bite attacks.

Saying that fumble rules are more likely to affect the PCs than their opponents is misleading.  What matters is not how often it happens to any individual opponent, but how often it happens to the opponents as a collective group.</description>
		<content:encoded><![CDATA[<p>The GM of the group I play with has a house rule that rolling a natural 1 ends your attack action (i.e. you lose any additional attacks you may have).  Most of our PCs are below 6th level, so it actually comes into play most often with creatures that have claw-claw-bite attacks.</p>
<p>Saying that fumble rules are more likely to affect the PCs than their opponents is misleading.  What matters is not how often it happens to any individual opponent, but how often it happens to the opponents as a collective group.</p>
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		<title>By: DnDCorner</title>
		<link>http://www.d20source.com/2008/10/flawed-house-rule-weapon-fumbling/comment-page-1#comment-57353</link>
		<dc:creator>DnDCorner</dc:creator>
		<pubDate>Fri, 10 Oct 2008 13:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=512#comment-57353</guid>
		<description>I stopped using critical fumbles a long time ago simply because they are so devastating.  If the campaign needs some added humor and it isn&#039;t going to get anyone killed I will add a little descriptive flair to the miss, i.e. &quot;You (nearly) took your buddy&#039;s ear off with that one&quot; etc. but I try to keep it from screwing the party over.

A blind archer firing into melee vs. concealed opponents who rolls a 1, however, will most certainly hit the wrong target ;)</description>
		<content:encoded><![CDATA[<p>I stopped using critical fumbles a long time ago simply because they are so devastating.  If the campaign needs some added humor and it isn&#8217;t going to get anyone killed I will add a little descriptive flair to the miss, i.e. &#8220;You (nearly) took your buddy&#8217;s ear off with that one&#8221; etc. but I try to keep it from screwing the party over.</p>
<p>A blind archer firing into melee vs. concealed opponents who rolls a 1, however, will most certainly hit the wrong target ;)</p>
]]></content:encoded>
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