DM_aka_Dudemeister
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My players have never found fumbles fun.
1) Missing already sucks, fumbling is just salt in the wound. When you're trying to be heroic, failing to accomplish your stated action (hitting your opponent) is already punishment enough.
2) Fumbles punish warriors but leave casters relatively untouched. Warriors already have enough to deal with without worrying they might cut their own face off.
Finally,
Your fumble system has too much fiddliness in it. (Roll to fumble, then
roll acrobatics). If you insist on leaving fumbles as part of the game, then SIMPLIFY.
Roll a 1? Yes, Roll again.
Was the second roll a miss?
Yes - Then you drop your weapon as it slips out of your hand.
No - Then it's just a miss.
Trust me you don't want to spend a lot of time working out what happens to a player when they miss.
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That said, the rest looks good.
As for healing, for my players I've told them "Spending a full minute casting a "Cure" spell maximizes it."
It means that healing inside combat is still risky, but between fights players can be assured their healing will be meaningful. (Of course if I want to put the pressure on, I can always ambush them while they're healing >:-D)
| DM_Blake |
As for healing, for my players I've told them "Spending a full minute casting a "Cure" spell maximizes it."
It means that healing inside combat is still risky, but between fights players can be assured their healing will be meaningful.
I like it too.
In fact, it's already in my game, but with broader implications: any spellcaster can use any metamagic feat spontaneously on any spell, without raising the spell level, if they have enough time and can cast the spell safely (outside of combat or danger).
So they can't automatically maximize healing, but they can if they take the feat. But it's also good for extended buffs before combats, etc.