Originally Posted by
Moritz
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, ½ action to unstuck
5. Item stuck in environment, 0 action to un-stick
6. Drop Item, ½ action to recover
7. Drop Item, 0 action to recover
8. Critical Miss, friend takes ½ damage from attack (roll for which friend)
9. Critical Miss, friend struck, no damage taken, but friend's action disrupted
10. Injure Self, take ½ damage from attack
11. Critical Miss, other enemy takes ½ 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, ½ action to recover (unless able to blind fight)
14. Critical Miss, slip and fall on your butt, ½ action to recover
15. Throw Item 180 degrees from target, ½ (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, ½ move to unstuck.