Make that natural 1 mean something! Why limit yourself to mild disappointment when you can screw up in a truly royal fashion? With the Pathfinder Critical Fumble Deck, when you roll a critical failure, draw a card and apply one of four different effects. Fumbling has never been so disastrous—or so much fun!
I plan on using these only when the DC is missed by 10 and the die rolls a 1. If they're used more often than that the PCs will look like Keystone Cops, which isn't much fun.
The corresponding Starfinder deck had good rules for when to use it. I trust that this version will have equally good rules.
In the Starfinder rules, you had to be either not proficient with the weapon you were using or penalized by certain negative conditions to be at risk of a fumble.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
A few generic examples (no need for numbers) would be very helpful in people deciding on this deck. Critical fumbles aren't nearly as fun as critical hits. So, being able to have a feel for the harshness of them will help in deciding.
I've been making the combatant flat-footed if they crit fail because there needed to be some risk about taking a second and third attack. Falls in line with the alternate attacks (grapple, trip and such). Will experiment by trying out this deck for Nat 1's and see how it goes.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
st1ng_ray wrote:
Would these still work for 1E? I've been looking for the 1E deck but it seems like it's out of print.
Yes and no. Most effects could be applied straight up, but some would require adjudication of 1e rules to make sense.
For example, I drew a card and the unarmed attack reading was, "You are sickened 3." This would require you to figure out the equivalent in 1e rules for that effect. The rest of the same card could be applied without difficulty to 1e rules.