Worlds Newest Fumble Chart.


Homebrew and House Rules


We use this in my game... its brutal.

FUMBLE CHART

Once a one has been rolled the rollees turn ends and they get no further actions this round. Only one round of actions is missed .

If a roll calls for a magic weapon to be broken or damaged roll here instead...

D20 roll + of weapon with a + for each ability.

Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save.
2-3 Explodes with a loud pop, Wielder takes 1- 6 damage from magic force damage and bits and is knocked prone no save.
3-4 Breaks in half with the sound of shattering glass and the smell of green smoke.
5-6 Becomes Damaged.- gets broken conditon- any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal X2 damage on a confirmed critical hit.
8 Gets bent slightly - 1 to hit
9 Gets a nick. -1 to damage.
10 + no effect.

Weapon breaking.
1. Break weapon in half.
2. Weapon breaks off at hilt.
3. Totally smash weapon into tiny bits
4. weapon badly damaged - gains Broken condition
5. Top 1/4 of weapon snaps off .
6 weapon breaks off tip
7-8 Both your and enemy’s weapons break ( roll D6 )

If no weapon then limb bashed in deflection - enemy free attack.

1 Slip over and Crit self . roll a confirmed crit ./ if weaponed - if no weapon slip and bang head stunned 1-3 rounds.
2 You fail to anticipate your opponent’s maneuvers and you step into your opponents trap.Your opponent effortlessly circles around your attack and is flanking you at the beginning of the next round. You provoke an attack of opportunity from any opponents that threaten you.
4 WEAPON BREAK.
5 deflect enemy attack with personal gear; random item totally destroyed.
8 Weapon Break.
9 Fling weapon random direction D12 direction /1d % feet
10 weapon lodged in random object or floor: roll STR DC 10 + 1d20 to recover.
11. Weapon Break
12 You have grit or gore in your eye. Blinded 1d4 rounds.
10 You slip, fall prone and knock your head hard. You are stunned for 1-3 rounds.
11. Fall hurt foot twisting ankle, movement 1/2 until healed (odd-left)
12. fall; hurt wrist 1d4 damage and hand useless until healed (odd-left)
13 stumble back 5 ft - provoke AoO
14 Weapon Break
15 armor struck and gains- gains Broken condition/destroyed Luck DC 10.
16 Weapon break.
17 get into a clinch with opponent - start next turn in a grapple.
18 1 - hit self: half damage
2 hit self: normal damage
3 hit self - normal Critical
4 hit self confirmed critical
19 1 - hit friend: half damage
2 hit friend: normal damage
3 hit friend - normal Critical
4 hit friend confirmed critical

20 - MIRACULOUS recovery - Whole new turn of actions.

RPG Superstar Season 9 Top 16

Murkmoldiev wrote:


3-4 Breaks in half with the sound of shattering glass and the smell of green smoke.

I'm not sure what green smoke smells like, but I'm imagining apple pie.


LOL. No ... everyone knows green smoke smells like a diaper full of Indian food that has been found on the beach.


Sounds like you need a new game and your DM needs a punch in the face.

Also, Indian food is awesome, your credibility just got shot.

Liberty's Edge

Wow, that is 1 complicated chart in an already complicated game. How about a percentile dice roll with 6 outcomes. 01-20, 21-40, 41-60, 61-80, 81-99 and 00. And yes Indian food is awesome.. just not in a diaper on the beach for an extended period of time.


Im the DM...*Sad face*


Why do you hate players?

Or is this for your 'Three Stooges: The RPG' adaptation?


All my players think this is great ! It applies to the monsters as well.
I guess we just play a different sort of game. With lots of kooky random stuff going down. It does make it dangerous but we feel that makes it more fun as well. Just use it for one of your games and tell me what you think...


I am slightly confused on it, but I like it, sure its brutal, but I know myself and my players would enjoy the random fun of it all. I do have to ask though, do you have a critical hit chart just as interesting, and do you have this in a PDF format? I may bring it into the game I am about to begin and see what my players think, but knowing them for the past 15 years, I think they will enjoy it. (I will reread it a few times and I am sure the couple parts that confused me I will understand shortly)


PMed you the crit hit chart. Here is the link to the post as well

http://paizo.com/threads/rzs2pyq7?Worlds-Newest-Critical-Hit-chart#1

Let me know how you go with it.
It doesnt work very well without a hero point system where the players have Get out of Jail free type effects , once per game.

Sovereign Court RPG Superstar 2011 Top 32

I'm not telling you that you are having wrongbadfun, but you should be aware that critical fumble rules like this:

1. Increase martial/caster disparity. Casters roll to hit a lot less.
2. Makes martial characters worse at fighting as they gain levels. Each iterative attack is another chance to roll a 1. Heaven help the poor soul who attempts TWF. I personally don't think a near demigod of combat should fumble more often that a nonproficient commoner.

But hey, if you want high level fighters/barbarians/etc to be incompetent clowns and your group has fun like that, more power to you. I just wanted to make you aware of the (often unintended) consequences of a basic 1=fumble system.

Scarab Sages

1 person marked this as a favorite.

Quit doing things that your players enjoy!!


Ryric ! You have good points. I totally diddnt see these things.

I have a brutal critical hit system that turns high level fighters/barbarians/etc into total killing machines and this seems to balance it out. ( when they arent being incompetent clowns )

It does make combats pretty slap stick thats for sure.

And I have had the odd player say "As i get better at fighting , shouldnt I fumble less ?" - To which I reply with a quasi historical speech about combat being incredibly fluid and frought with mishaps. I do such a good job of this speech and the speech SOUNDS so true - that we just keep playing using the insane system...

AND as for the casters - Im about to write up a cool spell critical hit chart that kicks in if someone fails a save on a 1 or gets hit by a ray attack with a 20 !

That should balance things out.


I guess it depends on how you play, but when my players fumble horribly and what not it's a rare, exciting, and memorable experience. It makes all my players laugh and cry, depending on what exactly just happened. Now if these critical fails happened often, they just become a passive in-game mechanic where a player is like "damn, that sucks" and then get on with their life, compared to if it was rare thing with a player reacting like "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO". It's like going to Disneyland for the first time, compared to going there every day.

It makes the players feel like they are immersed in a real world, rather than a game where you draw bad card, bad card, good card, good card. Even when my players roll ones, I don't make their weapons explode every time, there are a lot of viable repercussions that I improv on the spot, like throwing your sword on accident, breaking your weapon, or bopping your teammate in the head.

Now I don't know how often your "fumble chart" takes play, since I'm a little confused on it. I could be wrong about everything I just said. If you want combat with a bit of slap stick that's completely cool, but if not, I would tweak your system a bit.


In my current campaign, I also use a 'Critical Miss' Table that I created myself. I do agree, however, that higher level characters shouldn't be overburdened with fumbles due to an increased number of attacks. There are a couple of measures I have in place to help combat this: 1) Just as a Critical Hit must be confirmed, so must a Critical Miss. After rolling a Natural '1', players and monsters alike must roll again and miss before rolling to determine the type of critical. 2) Many of the Critical Misses on my chart have saves that allow for the effects to be reduced or negated, further decreasing the chance that more experienced characters will suffer ill effects.

I do like the idea that a Natural '1' stops the turn of the combatant, though!


Cheers :)

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