To reiterate someone from other thread: you would fail Driving at -7 roll. if you fail you crash the car. If you fail on roll 1 you crash into **** store.
Bow string breaking is overly nasty to do to a player, unless it's just like "minor(or standard) action to re-string". Otherwise, you've rendered their bow worthless. 1 in 20 chance of that is enough to make me not want to be an archer period with a group who'd do that to you.
That's only a 5% chance..very small for any game
On average you are bound to roll at least 3 or 4 critical fumbles per level, due to the sheer number of attack rolls you make.It gets worse when you rely on either Opportunity Actions, Multiattacks or Area powers.You'd go through about 3 bows per level.
That's only a 5% chance..very small for any game
5% is hardly small. And it's based on the assumption of perfect dice. Unless you buy yours from the same supplier as casinos (or a manufacturer that doesn't tumble like Game Science) that chance changes.
The real heart though is that you'll never get better... 5% of the time you still look like a fool at epic level. Just what I want, a level 30 swinging around a vorpal execution axe that has a 5% chance to cut his own head off...
pk lets say that you have a 95% chance of it being OK..would you take that chance?
On average you are bound to roll at least 3 or 4 critical fumbles per level, due to the sheer number of attack rolls you make.It gets worse when you rely on either Opportunity Actions, Multiattacks or Area powers.You'd go through about 3 bows per level. its not likely though and it's only a string you repair out off encounters
Now if your players want to look like they keystone kops, go for it, but I certainly wouldn't want to be playing a ranger in that campaign. (Every 10 twin strikes, you fumble. That's at least once a night for me.)
ok...lets go the other way.how often would you like to make a critical ?it's also the same chance surely
the chance of a string alone breaking is even less than you think.first you have to roll that 1 then you roll a d20 again and again there is a 1-20 chance of that being the case that your string breaks
ok...lets go the other way.how often would you like to make a critical ?it's also the same chance surely A critial is the same chance with extremely little effect.A critical doesn't take someone out for the rest of the encounter. It doesn't leave them dazed with no save or knocked out for the rest of the combat. It's not an encounter changer.I don't want to lose a fight because I rolled a 1.I don't want to win a fight because the creature rolled a 1.Where is the case where a critical failure on a 1 improves the game?
i'm suggesting that a fumble add depth and just that bit of random fun to any game
if your bow string breaks you don't need a whole new bow, just two standard rounds to fix it.i'm suggesting that a fumble add depth and just that bit of random fun to any game
As has been mentioned above critical fumbles mess some characters up a lot more than others. You can make a very good shaman or battle cleric who only averages 1.25 attacks a round. A lot of the leader classes especially only make 1 attack roll each round, with maybe 1 or 2 rounds in a typical 6 round encounter using a multiattack or spending an action point to make a second attack. Strikers and controllers are a whole different story. A wizard or invoker who is using area effect spells can easily be averaging 3 attack rolls every round every encounter. And as pointed out above many strikers like rangers and sorcerers also are going to be making a lot more attack roles.And what do all these DMs with cirtical fumble rules do with people who want to play chaos sorcerers or harbingers of doom, both of which already have mechanical rules that use natural 1s as a fundamental part of the build? Are harbingers of doom not allowed to reroll ones? Are their enemies extra stunned when they roll 1s?The bigger issue is why are people trying to mess with a system that works pretty well. 4E is not perfectly balanced, but the combat system functions pretty well as is without throwing in more houserules that hurt players and bringing in unneeded charts that slow down combat and add unneeded complexity.
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Dude, if you and your group like this rule for the lulz whatever. It's your game.Just don't state that it's ballanced, reasonable or a better play experience in general, because it's objectively not.
One of the GMs in our group, possible inspired by HackMaster 4, created a really entertaining and nasty fumble table. But, to avoid the "Doing something stupid 5% of the time problem", he has us confirm fumbles by making a second attack roll with the same modifiers. If the second roll hits then it becomes a standard miss instead of a fumble.
It was quite a lot of fun but then most of our group started roleplaying with HackMaster so your mileage may very well vary.
EDIT: He also instituted a far more interesting crit system that didn't require confirmation (thankfully I've never played 3.x so I've never had to experience that). My poor fighter got critted by a kobold attacking from within a cloud of darkness... in the eye... for 50+ damage. Went from healthly to 0 in one shot (his crits can't knock you below 0 or I'd've been at about -25-50% health if I remember correctly). Still got scars from that one. Of course, when he tells the story, it was something a bit more impressive than a kobold. 8o)
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if your bow string breaks you don't need a whole new bow, just two standard rounds to fix it.rolling a 1 in a game can be just as much fun as rolling a 20.my group will cheer if one of the players rolls that 20 and if it rolls just at the right moment well even better for the game.i'm suggesting that a fumble add depth and just that bit of random fun to any game