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Switch to Forum Live View Fumbles/critical failure
4 years ago  ::  Dec 03, 2008 - 7:31AM #91
scarvexx
Date Joined: Dec 3, 2008
Posts: 50
some people o game with ask how they can fail something like jumping a foot or opening a small box and I like to think that is something like slipping as you jump or rolling your ankle on the landing.

Tho I think you have a less than 1/20 chance in real life it’s still a very fair mechanic
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4 years ago  ::  Dec 03, 2008 - 7:43AM #92
Thomson
Date Joined: Mar 17, 2001
Posts: 1,233

Maxperson wrote:

Armor class is not an abstraction. Hit points are an abstraction. Armor class has too much of it specifically defined to fall into the abstraction catagory. At best, you can say it's partially abstract.


Uh, I guess armor class is one of the most abstract and misunderstood parts of the D&D rules since the first basic set...

@see bazillion claims about armor making it harder to hit you in D&D

It defines your ability to avoid hit point loss - hit points being the other totally abstract component of D&D combat.

In 4e AC is even more abstract than it was ever before - remember, you can add Intelligence into it!

AC demonstrates your cunning, your agility, your protection by shield, armor and magic, it can be beefed up by certain special combat maneuvers... all cramped into one flat number - if that's not abstract I don't know what is, sorry

Ceterum censeo scrinium puniceum esse delendam
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4 years ago  ::  Dec 03, 2008 - 8:42AM #93
Anubis_Reynard
Date Joined: Oct 5, 2008
Posts: 2,965
If someone rols a 1 in my games, they grant combat advantage. Period. No rerolls, no chance of lopping off limbs... you just stumble, overextend, lose your grip, or otherwise make yourself less able to defend.

However, Miss effects still happen.
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4 years ago  ::  Dec 03, 2008 - 8:49AM #94
Thomson
Date Joined: Mar 17, 2001
Posts: 1,233

Anubis_Reynard wrote:

If someone rols a 1 in my games, they grant combat advantage. Period. No rerolls, no chance of lopping off limbs... you just stumble, overextend, lose your grip, or otherwise make yourself less able to defend.


This makes close burst powers even more dangerous to use than they already are...

A wizard attacking four minions has an almost 19% chance of granting combat advantage doing this...

If I would do this, I would restrict it to the first attack roll for the power. And even then it may become annoying.

Again, if everybody in my group would want critical misses, I would still require an additional d20 roll with at least 5+ meaning nothing happens.

Ceterum censeo scrinium puniceum esse delendam
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4 years ago  ::  Dec 03, 2008 - 9:01AM #95
Krusk
Date Joined: Nov 30, 2005
Posts: 4,927

Maxperson wrote:

And to their benifit. Or do you think the DMs are too stupid to realize that a rule that only applies to the players and not the DM will create ill feelings?


You really did seem to not understand this, and I didn't want it to be ignored.
(you can skip to the gist if you want, indicated by -------- at the bottom.)
Think of it like this.

How many d20 rolls will a given PC make throughout their lifetime. Lets call it X. X is quite a big number.

How many d20 rolls will a given kobold mook make throughout its life in the frame that the PCs ever see it. 4? maybe 5 if its lucky?

That kobold rolls a 1 and cuts off its own head. Whatever, no one cares. It was going to die next round anyway, and if it lived the only difference in the end game of the PCs life is they are down minimal hp, that is probably resored after a short or exended rest. (very seveare crit failure rule I have personally seen happen to PCs and NPCs alike in one session before i left.)

If the average combat is 8ish rounds, that means the PCs will be fumbling twice every five combats. Provided the DM only says the first attack roll can crit fumble (totally adds to realism, i know, only that first bullet is lethal to you guys). This means that the PCs will be fumbling twice a day each on average.

PCs are fumbling twice a day each on average (at least). Given a 5 man party this means once a combat someone will do it. (and we all know friendly fire occurs in every fight IRL) (Also this is why we never employ squads of more than 20, or else statistically someone will shoot someone else every six seconds of every fight.)

--- The Gist
If something that happens that kills that kobold mook a little earlier than he probably would have died, really who cares. But if something happens that kills Thoradin the Dwarven paladin before his crusade against evil is over, well now darkness has descended over the land and whatnot. More importantly though, bill here now has to begin making a new character, and the battle just got that much harder for sue, jo, and sally, the other players.

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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4 years ago  ::  Dec 03, 2008 - 10:24AM #96
bastard_dm
Date Joined: Mar 29, 2007
Posts: 110
I know this is a bit of an abstraction, but bear with me:

For those of you wanting a more "gritty" or "realistic" game that involves critical fumbles, and want to use modern combat figures to back up your math, here's some data- The US government is going through ammo at a rate of 1 billion rounds per year right now. Now, I know that a lot of these are used in training exercises, that this isn't including heavier munitions, d20 Modern didn't roll a separate attack for weapons on burst fire, that "friendly fire" is more often misidentifying an enemy than simply a "bad miss", etc. etc.

But- if we take this data, plus the current rate of casualties (including wounded) and assume 15% of that is due to friendly fire (I had heard the numbers were around there, but I might be wrong), here's a "realistic" critical fumble table for you:

On a 1, roll on the following table:
1 Roll on the next table.
2-20 Nothing Happens.

1 Roll on the next table.
2-20 Nothing Happens.

1 Roll on the next table.
2-20 Nothing Happens.

1 You attack an ally!
2-20 Nothing Happens. Alternatively, some minor bad thing happens.

There. Realism. You have a 1:3,200,000 chance of hitting an ally with an attack (five consecutive natural 1s). A party of five characters making eight attack rolls each per encounter at four encounter per game and 4 games a month should see this happen once every 200 years or so.

I have never met a player that liked critical fumbles. If any of you have, then more power to you. I might use critical fumbles in a game where the characters were bumbling fools- they are great fun in games like Paranoia. Just keep them out of D&D.
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4 years ago  ::  Dec 03, 2008 - 10:29AM #97
Anubis_Reynard
Date Joined: Oct 5, 2008
Posts: 2,965

Thomson wrote:

This makes close burst powers even more dangerous to use than they already are...

A wizard attacking four minions has an almost 19% chance of granting combat advantage doing this...

If I would do this, I would restrict it to the first attack roll for the power. And even then it may become annoying.

Again, if everybody in my group would want critical misses, I would still require an additional d20 roll with at least 5+ meaning nothing happens.


I havn't had a problem with it. Most of the time the wizard sticks to Cloud of Daggers. (you know, the new magic missile- Always does at least Wis mod damage, hit or miss)

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4 years ago  ::  Dec 03, 2008 - 7:59PM #98
Rustmonster
Date Joined: Mar 4, 2007
Posts: 3,874
BRAIN WAVE ALERT!

I has an idea! Okey, so you know how a 20 in 4E only causes the maxed damage if a 20 would have hit anyway? Well, what about a 1 is always a miss, but if that 1 would have caused you to miss anyway, you grant CA! It's like... the same, but... backwards!...

Just realized that there will prbably never be a time where that 1 wouldn't miss anyway, but still! :P
EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS.

Everything makes me ANGRY (ESPECIALLY you, reader)
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4 years ago  ::  Dec 03, 2008 - 8:00PM #99
Rustmonster
Date Joined: Mar 4, 2007
Posts: 3,874

Anubis_Reynard wrote:

I havn't had a problem with it. Most of the time the wizard sticks to Cloud of Daggers. (you know, the new magic missile- Always does at least Wis mod damage, hit or miss)


That's not really a valid arguement. Although you don't use them, many Wizard players do use AoE spells. What I would suggest is that only the first roll is eligable, that solves everything right up.

EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS.

Everything makes me ANGRY (ESPECIALLY you, reader)
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4 years ago  ::  Dec 03, 2008 - 10:17PM #100
Anubis_Reynard
Date Joined: Oct 5, 2008
Posts: 2,965
If someone complains, I'll look into it. For now, 1 = CA is how it works in my games.
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