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Fumbles

Started by Ratman_tf, October 25, 2021, 06:01:36 PM

Previous topic - Next topic

Zalman

Love that responses in this thread are specifying "D20" ... obviously critical failures 1 out of 10 for example would be onerous.

I like systems where a "failure" is separated from "critical failure" by a specified margin of failure, rather than whenever a specific number shows up on the die. Ditto for "success" vs. "great success".

As for punishing only martials: that's true in D&D, or in systems where there is no attack roll for casters. However, it could be emulated in D&D easily: if the target rolls a 20 for their save, magical backlash occurs!
Old School? Back in my day we just called it "School."

HappyDaze

Quote from: Bren on October 26, 2021, 10:38:22 AM
Quote from: Vladar on October 26, 2021, 06:32:04 AM
It's kinda weird when skilled soldier have a greater chance of breaking his weapon, injuring himself (or whatever else a fumble table dictates) due to his 2-3 attacks/round, than an unskilled peasant with one attack/round.
Good point.
How would this compare to MVCs? Do people that drive all the time--like delivery drivers and rideshare operators--get in more MVCs just by virtue of being on the road more than the average person?

rytrasmi

Quote from: Zalman on October 26, 2021, 10:45:34 AM
Love that responses in this thread are specifying "D20" ... obviously critical failures 1 out of 10 for example would be onerous.
Yeah, a lot of assumptions in this thread! I like creative fumbles, but I mainly play BRP-related systems where casting also requires a skill roll (so no bias in favor of them) and where the fumble range scales with skill, so that those with elite skill have a 1% chance.
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

Theory of Games

You can run it with d6:

  • 1 = No and a Problem
  • 2 = No
  • 3 = No but an Advantage
  • 4 = Yes but a Problem
  • 5 = Yes
  • 6 = Yes and an Advantage

You can place critical failure or critical success or marginal either with any die. If you want to. Regarding the punishment of Martials, just make Wizards roll for their spells adding their INT or WIS modifier. Any easy Advantage could be a Charisma bonus to intimidate the enemy.

Be creative. Sheesh.
TTRPGs are just games. Friends are forever.

Charon's Little Helper

As a general rule I dislike fumbles.

They can work fine for specific mechanics though, like CoC style magic, where it fits the vibe/setting for a chance of something really bad happening.

Steven Mitchell

Quote from: Zalman on October 26, 2021, 10:45:34 AM
Love that responses in this thread are specifying "D20" ... obviously critical failures 1 out of 10 for example would be onerous.

I like systems where a "failure" is separated from "critical failure" by a specified margin of failure, rather than whenever a specific number shows up on the die. Ditto for "success" vs. "great success".

As for punishing only martials: that's true in D&D, or in systems where there is no attack roll for casters. However, it could be emulated in D&D easily: if the target rolls a 20 for their save, magical backlash occurs!

For me, nasty fumble result is too much even on a 1% chance.  So it's less about the die/system and more about the nature of the failure.  Don't care for scaling fumbles in something like RQ or Dragon Quest, because that's usually a chart lookup.  Whereas in a relatively simple system, I'm fine with no fumbles and also no critical hits.  After all, rolling at the upper end of the "effect" range, whether damage or something else, is already a "critical" success.

I haven't seen it done with fumbles (at least not that I can remember), but I rather like one aspect of the Dragon Quest take (despite the chart lookup of the sliding d% take, similar to RQ):  If you get a critical hit with a weapon, you roll on the critical hit chart.  Some of the results are nothing happens!  Then the other results are varied, with only a few being the nastiest.  The outcome is that most chances of a nasty critical are well below 0.1%, and only really start to edge up into a higher range when the situational modifiers have driven the numbers to extremes (e.g. attacking a stunned target from behind with a high weapon skill). 

Love the idea of a natural 20 on a save causing magical backlash.  Like it even more if the backlash is on such a chart, where some of the results are "nothing" or just some color, driving the effective chances of a significant backlash down into the sub 1% range.

rytrasmi

Quote from: Theory of Games on October 26, 2021, 11:47:20 AM
You can place critical failure or critical success or marginal either with any die. If you want to. Regarding the punishment of Martials, just make Wizards roll for their spells adding their INT or WIS modifier. Any easy Advantage could be a Charisma bonus to intimidate the enemy.

Be creative. Sheesh.
Be creative? In a game played with the imagination?! LOL. There must be some risk to delving into the arcane arts! I love DCC's take in it. Botch a spell, and maybe your head turns into a snake's or you grow a beak. We had one wizard who needed a full hooded cloak to go out in public.
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

Vidgrip

If you worry about penalizing fighters with multiple attacks, just declare that fumbles can only happen on the first attack roll each round.

I like fumbles as long as they don't slow the game or feel too silly (which depends on the genre).

In my games a natural 1 is a fumble. I make a call on what that means without using dice or tables. In a melee attack it usually means dropping your weapon. It takes a round to recover it. If you switch to a backup weapon that does less damage, you can continue fighting without delay. If, however, you are fighting a more powerful enemy (more HD) that also has hard armor or weapons, then your weapon breaks. With missile weapons, a fumble usually means a broken bowstring or something else that can be replaced in one round. If you were firing into a melee, however, it means that arrow hits your friend.



Playing: John Carter of Mars, Hyperborea
Running: Swords & Wizardry Complete

jhkim

Quote from: Vidgrip on October 26, 2021, 12:48:25 PM
In my games a natural 1 is a fumble. I make a call on what that means without using dice or tables. In a melee attack it usually means dropping your weapon. It takes a round to recover it. If you switch to a backup weapon that does less damage, you can continue fighting without delay. If, however, you are fighting a more powerful enemy (more HD) that also has hard armor or weapons, then your weapon breaks. With missile weapons, a fumble usually means a broken bowstring or something else that can be replaced in one round. If you were firing into a melee, however, it means that arrow hits your friend.

For a trained fighter (especially someone trained from birth like a knight), dropping their weapon once every 20 swings breaks my believability. If it happened that often to trained professional warriors, then having lanyards tying one's weapon to one's wrist would be a standard thing. Likewise, bowstrings breaking every 20 shots doesn't match my understanding.

There are some cases of unreliable weapons. Historical firearms would frequently misfire, for example. But that's very dependent on the specific case. Likewise, a weapon breaking depends highly on the type of weapon. A well-built axe is not going to break once in 20 chops, even if it is struck against something quite hard.

Vidgrip

Quote from: jhkim on October 26, 2021, 02:53:01 PM
Quote from: Vidgrip on October 26, 2021, 12:48:25 PM
In my games a natural 1 is a fumble. I make a call on what that means without using dice or tables. In a melee attack it usually means dropping your weapon. It takes a round to recover it. If you switch to a backup weapon that does less damage, you can continue fighting without delay. If, however, you are fighting a more powerful enemy (more HD) that also has hard armor or weapons, then your weapon breaks. With missile weapons, a fumble usually means a broken bowstring or something else that can be replaced in one round. If you were firing into a melee, however, it means that arrow hits your friend.

For a trained fighter (especially someone trained from birth like a knight), dropping their weapon once every 20 swings breaks my believability. If it happened that often to trained professional warriors, then having lanyards tying one's weapon to one's wrist would be a standard thing. Likewise, bowstrings breaking every 20 shots doesn't match my understanding.

There are some cases of unreliable weapons. Historical firearms would frequently misfire, for example. But that's very dependent on the specific case. Likewise, a weapon breaking depends highly on the type of weapon. A well-built axe is not going to break once in 20 chops, even if it is struck against something quite hard.

Don't confuse 20 swings with 20 rounds of combat, unless your game has a 1-second combat round. In most games 20 rounds of combat is about five separate battles. Knights would not count on getting through even a single battle with one weapon. They carried several. RPG fighters should too.

Axes can chop trees all day long, but trees aren't wrapped in steel and don't parry with steel weapons.
Playing: John Carter of Mars, Hyperborea
Running: Swords & Wizardry Complete

rytrasmi

Quote from: jhkim on October 26, 2021, 02:53:01 PM
Quote from: Vidgrip on October 26, 2021, 12:48:25 PM
In my games a natural 1 is a fumble. I make a call on what that means without using dice or tables. In a melee attack it usually means dropping your weapon. It takes a round to recover it. If you switch to a backup weapon that does less damage, you can continue fighting without delay. If, however, you are fighting a more powerful enemy (more HD) that also has hard armor or weapons, then your weapon breaks. With missile weapons, a fumble usually means a broken bowstring or something else that can be replaced in one round. If you were firing into a melee, however, it means that arrow hits your friend.

For a trained fighter (especially someone trained from birth like a knight), dropping their weapon once every 20 swings breaks my believability. If it happened that often to trained professional warriors, then having lanyards tying one's weapon to one's wrist would be a standard thing. Likewise, bowstrings breaking every 20 shots doesn't match my understanding.

There are some cases of unreliable weapons. Historical firearms would frequently misfire, for example. But that's very dependent on the specific case. Likewise, a weapon breaking depends highly on the type of weapon. A well-built axe is not going to break once in 20 chops, even if it is struck against something quite hard.
You're taking "fumble" too literally. A knight spending a round of 6 or 10 seconds hacking at another knight, bashing armor, kicking at the other guy, getting kicked or hit with effective or ineffective blows, etc. Dropping your weapon makes sense in that environment. It's not like the knight is just standing there contemplating life and suddenly "Doh, me drop swordy again. Duh."

A "fumble" includes dropping your weapon because the other combatant whacked it really really hard with their weapon, stuff like that. It's not butterfingers crap. You're trained not to drop it, but you did anyway in the heat of combat. Damn, guess that's why I have a squire who carries a spare.

For archers, yeah the bow string isn't going to break every 20 shots. However, that's just one type of fumble. Lots of other things can go wrong assuming the archer is not just at the range on a Sunday afternoon.
The worms crawl in and the worms crawl out
The ones that crawl in are lean and thin
The ones that crawl out are fat and stout
Your eyes fall in and your teeth fall out
Your brains come tumbling down your snout
Be merry my friends
Be merry

Bren

Quote from: Steven Mitchell on October 26, 2021, 12:10:14 PMDon't care for scaling fumbles in something like RQ or Dragon Quest, because that's usually a chart lookup.
My degree of dislike of charts scales with the number of times I'm likely to need to consult the chart in play. For RQ fumbles (and specials and criticals), I use a formula instead of a chart. So no lookup is necessary.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

therealjcm

In d20 I always have 1 as a simple auto-fail. When a 1 is rolled in combat I have the player roll again to hit, miss means a fumble - generally a dropped weapon. It adds the possibility of catastrophic failure to every roll, without turning the characters into incompetent clowns. It adds some reasons to carry backup weapons, other than overcoming typed damage resistance. It also adds some value to quick draw and similar combat tricks or perks.

Godsmonkey

Quote from: rytrasmi on October 26, 2021, 11:15:49 AM
Quote from: Zalman on October 26, 2021, 10:45:34 AM
Love that responses in this thread are specifying "D20" ... obviously critical failures 1 out of 10 for example would be onerous.
Yeah, a lot of assumptions in this thread! I like creative fumbles, but I mainly play BRP-related systems where casting also requires a skill roll (so no bias in favor of them) and where the fumble range scales with skill, so that those with elite skill have a 1% chance.

I love the BRP system for its ease of understanding and the way fumbles become less likely as you scale up. (Not to mention crits and impales in RuneQuest) In King Arthur Pendragon (a D20 version of BRP) if you have a skill over a 20, you can't fumble.

Another system I like is Mongoose Travellers Effect roll. For example, every number higher adds to the effect, and every point under subtracts from it, with 6 or more below effectively being a fumble. This allows a scalability to the roll that I like.

as for assumptions, I tihnk it's mostly because D&D (or around these parts OSR) games are the most common.

dkabq

I play DCC, so I use the DCC fumble rules.