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PnP News Bot
02-18-2008, 06:17 PM
<table><tr><td valign="top">http://ecx.images-amazon.com/images/I/31fOme4BvdL.jpg</td><td>Critical Fumble Deck (http://www.amazon.com/gp/redirect.html%3FASIN=1601250711%26tag=penandpaperg a-20%26lcode=xm2%26cID=2025%26ccmID=165953%26locatio n=/o/ASIN/1601250711%253FSubscriptionId=09CQH6MK86KXT0YR73G2 ) [Paizo Publishing]
by Paizo Staff
Release Date: 2008-04-30
Amazon Price: $9.99 as of 03/07/2008 09:44:05 AM PST
http://www.penandpapergames.com/images/amazon_buy.gif (http://www.amazon.com/gp/redirect.html%3FASIN=1601250711%26tag=penandpaperg a-20%26lcode=xm2%26cID=2025%26ccmID=165953%26locatio n=/o/ASIN/1601250711%253FSubscriptionId=09CQH6MK86KXT0YR73G2 )</td/</tr></table>

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boulet
04-30-2008, 08:30 AM
I never had any issue improvising a description of a botched action (PC or NPC). Actually it's one of the fun things in GMing :) This deck sounds like a joy killer to me...

Farcaster
04-30-2008, 04:52 PM
Oh, I don't know, sounds kind of fun. Who doesn't like a good crit/fumble chart "for-the-win," as my old Dallas group would have said.

Digital Arcanist
04-30-2008, 07:29 PM
My fantasy group has a critical fuble chart for both actions and skills. Roll a d12 and see what hijenks ensue. My favorites are "communicable sword in the neck" and a "severe case of breasts."

Blessed be Beshaba!!!

Meatbag
10-19-2008, 09:03 AM
Having predetermined fumbles kinda takes away from the art of GMing, in my opinion. Besides, consulting a deck every time someone rolls a one can slow things down a bit. As well as the fact that it might not always make sense, depending on the weapon being used or the setting.

nijineko
10-19-2008, 10:38 PM
on the other hand, when used theatrically... the dramatic pause to consult the deck with ensuing wince can really drive the virtual knife home. ^^

Arch Lich Thoth-Amon
10-20-2008, 12:09 PM
Gotta love crit/fumbles. I use them all the time.

Moritz
10-28-2008, 04:53 PM
This is the one I devised for our group. I loved critical failures.
After they roll a 1 and then fail their reflex save then roll 1d20 for result:

1. Item Breaks, player rolls 1d6 and takes that in damage.
2. Item Breaks, player takes no damage.
3. Item Partially Breaks, future attack rolls suffer -3 damage to target.
4. Item stuck in environment, action to unstuck
5. Item stuck in environment, 0 action to un-stick
6. Drop Item, action to recover
7. Drop Item, 0 action to recover
8. Critical Miss, friend takes damage from attack (roll for which friend)
9. Critical Miss, friend struck, no damage taken, but friend's action disrupted
10. Injure Self, take damage from attack
11. Critical Miss, other enemy takes damage from attack (roll for which)
12. Critical Miss, other enemy hit, no damage taken, but enemy's action disrupted
13. Got something in eye, action to recover (unless able to blind fight)
14. Critical Miss, slip and fall on your butt, action to recover
15. Throw Item 180 degrees from target, (or distance) action to recover.
16. Throw item, item lost until able to find it /after/ battle.
17. Muscle Strain, -2 to AC, skill roll, or attack bonus until recovering 1 point of magical healing, or resting for 7 days.
18. Major Muscle Strain, -4 to AC, skill rolls, or attack bonuses until cure serious wounds cast upon subject or rest for 1 month.
19. Weak Spot Exposed, opponent gains +5 dmg next round.
20. Bad Footing, foot stuck in terrain, move to unstuck.

Arch Lich Thoth-Amon
10-28-2008, 05:10 PM
This is the one I devised for our group. I loved critical failures.
After they roll a 1 and then fail their reflex save then roll 1d20 for result:

1. Item Breaks, player rolls 1d6 and takes that in damage.
2. Item Breaks, player takes no damage.
3. Item Partially Breaks, future attack rolls suffer -3 damage to target.
4. Item stuck in environment, action to unstuck
5. Item stuck in environment, 0 action to un-stick
6. Drop Item, action to recover
7. Drop Item, 0 action to recover
8. Critical Miss, friend takes damage from attack (roll for which friend)
9. Critical Miss, friend struck, no damage taken, but friend's action disrupted
10. Injure Self, take damage from attack
11. Critical Miss, other enemy takes damage from attack (roll for which)
12. Critical Miss, other enemy hit, no damage taken, but enemy's action disrupted
13. Got something in eye, action to recover (unless able to blind fight)
14. Critical Miss, slip and fall on your butt, action to recover
15. Throw Item 180 degrees from target, (or distance) action to recover.
16. Throw item, item lost until able to find it /after/ battle.
17. Muscle Strain, -2 to AC, skill roll, or attack bonus until recovering 1 point of magical healing, or resting for 7 days.
18. Major Muscle Strain, -4 to AC, skill rolls, or attack bonuses until cure serious wounds cast upon subject or rest for 1 month.
19. Weak Spot Exposed, opponent gains +5 dmg next round.
20. Bad Footing, foot stuck in terrain, move to unstuck.
I like it. Mind if i borrow it, for i also love crit fumbles... crit hits too for that matter.

Moritz
10-28-2008, 05:17 PM
Dude, it's all yours. And anyone else who wants to take from it. I'm all about helping out my fellow oppressor, er I mean DM.

tesral
10-28-2008, 08:38 PM
I prefer to wing it as per the current circumstances. Like if you roll Object stuck in the environment, and it's a club on the Astral plane? No matter how wonderful the deck or complete the chart it cannot cover every circumstance.

Arch Lich Thoth-Amon
10-28-2008, 09:53 PM
That's part of the fun: adjust accordingly. I've been playing with crit/fumbles for over 30 years, and i still love it.

If anything, i have a collection of them, from 1-20, to 1-100. All depends on the game, the players, and my mood. I got something(good or bad) for everyone.

Moritz
10-29-2008, 07:44 AM
Who really goes to the astral plane anymore? Sure, way back in 1st ed it was the hot-spot for travelers. But today, the really great vacation and adventure places are like Underdark and level 453 of the Abyss. Oh, and of course the Isle of Dread is still hitting after all these years.

(cue travel channel music)

<cue travel="" channel="" music=""></cue>

Aeval
11-14-2008, 02:05 PM
I think the deck sounds like fun. Takes away from taking the time to make up a chart. I would love to know what all is in it. And if there are any funny things.

Arch Lich Thoth-Amon
11-14-2008, 02:11 PM
Who really goes to the astral plane anymore? Sure, way back in 1st ed it was the hot-spot for travelers. But today, the really great vacation and adventure places are like Underdark and level 453 of the Abyss. Oh, and of course the Isle of Dread is still hitting after all these years.

(cue travel channel music)

<cue travel="" channel="" music=""></cue>
Ahh, the Glimmersea, Underdark, and the Isle of Dread. Great memories one and all... if one lived to tell about it.

Arch Lich Thoth-Amon
11-14-2008, 02:13 PM
I think the deck sounds like fun. Takes away from taking the time to make up a chart. I would love to know what all is in it. And if there are any funny things.
If you do a search, youll find quite a few fan-based crit/fumble charts on the net. Some are more deadly than others, but you could cannibalize what you like and discard the rest. And yes, there are some pretty clever-funny ones too, to be found.