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| Fumble table | |
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| Tweet Topic Started: Jan 20 2010, 11:08 PM (494 Views) | |
| Zerka Badu | Jan 20 2010, 11:08 PM Post #1 |
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Death Sladd
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Im going with this for now Critical Failure Event Roll d100 Effect 01-30 No Extra Effect 31-45 Off Balance! (-4 AC for 1 round) 46-60 Butter Fingers! (Loose weapon 1d4X5 feet in random direction) 61-65 Above two combined 66-70 Hit wrong person (random target within reach, includes self) 71-75 Self inflicted damage (weapon dmg only) 76-80 Double self inflicted wound 81-90 Slip! (Fall Prone) 91-99 Bad Strike! (Roll weapon dmg, weapon takes that damage, ignore hardness) -100- Dramatic effect |
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| cptahubb | Jan 29 2010, 05:08 PM Post #2 |
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An interesting change in game mechanics. Definetely against the players, but just makes the game more challenging. Honestly, using the actual rules, in my opinion, yeilded too few fumbles and crits. I understand Toast's point of view as well. Making 20 always crit and 1 always fumble is much more dangerous for the players. But DC 5 Dex check? With any sort of DEX bonus, the odds of failing that roll are under 25%. I like the danger of the way we are doing it now. Combat is terribly dangerous. And how maddening is it to roll a natural 20, and then miss the confimation, then roll min damage? Or is that just my bullshit dice killing me? |
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| Zerka Badu | Jan 29 2010, 06:17 PM Post #3 |
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Death Sladd
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That was one of the hardest things for me to grasp with 3rd, the confirm on a nat 20. After understanding the game mechanics, I think I do agree with a confirm roll - especially considering how in 3rd, you can do allot of damage with a crit (compared to 2E, where the strength mods were much less, no power attack, etc.... ) How bad is the fumble table? Not as bad as it looks. 30% of the time nothing bad happens beyond loosing the rest of your action. 30-50% of the time, the effect appears relatively minor. I think self inflictedX2 is probably the worst effect 5% of the time. I dont think its against the players, but it does make it harder. Considering that crits always succeed though, I think that works in the players advantage, because generally you will have more opportunities to crit a foe than they will on you. |
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| cptahubb | Jan 29 2010, 06:45 PM Post #4 |
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I'd think a DC 10 DEX check would be better for confirming a fumble. 5 is just too low. 18 DEX things would never fumble ever. EVER! Less, for something so nimble, if the DC is 10, but not never... Anyway, you are right, fumble table not so bad, crits way more powerful in 3rd. |
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| Phil the Soul Eater | Jan 29 2010, 06:54 PM Post #5 |
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Death Sladd
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I like using the table. It adds a bit of fun and variety to the game. I am a little sad that Dramatic Effect only occurs on a double zero since those are always fun and they used to have a five percent chance on the old chart. I understand why 00 should be a special result though. Nick will just have to make it five times a dramatic. The critical hit was first officially introduced into the game in the 2e Player's Option rules with a vastly complex set of charts that included all kinds of things including armor damage, severe bleeding, lost limbs, decapitation, etc. If Nick is so inclined he could potentially make a companion Critical Hit chart to go with the critical failure one. |
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| Zerka Badu | Jan 30 2010, 10:07 AM Post #6 |
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Death Sladd
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Ive thought about this allot. I have those tables, and I have some other ones that were made for d20 - ultimately, it comes down to speed of combat. With 5-6 players, its just another drop in the bucket for the 1 hour combat encounters... |
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| cptahubb | Feb 2 2010, 01:49 PM Post #7 |
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Maybe we should implement the shot clock. Does anyone have a chess timer? that would work and be easy. Or I'm sure Kev has one on his ipod... should be doable. one minute segments? If you don't decide you either lose your turn or go after next person in initiative. maybe you get a thirty second sit rep on who is where if no battle map, then 60 seconds to decide. we could really work out a system. Or we could just all be cooperative and stay focused. |
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| Zerka Badu | Feb 2 2010, 07:08 PM Post #8 |
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Death Sladd
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There you go. I haven't noticed any real issues so far... Lets try to keep the focus during combat. |
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| Toast | Feb 2 2010, 07:26 PM Post #9 |
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Morkoth
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Less smoke breaks might help. I kid, I kid... I could use the can less as well. Oh wait, no I can't. Seriously though I am feeling way better so I shouldn't even need Kev's chair this week. |
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| Zerka Badu | Feb 2 2010, 08:59 PM Post #10 |
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Death Sladd
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Glad to here your on the mend. Are you talking about tobacco or weed? |
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| Toast | Feb 2 2010, 09:50 PM Post #11 |
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Morkoth
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Yes. |
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| cptahubb | Feb 3 2010, 04:39 PM Post #12 |
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I think kev could definitely benefit from a few green leaf breaks... really focus him in...but seriously, we are doing pretty well so far. Later on when we are higher level, we will see if we can keep things going smoothly. None of us have a ton of combat options yet. But we have less casters, so that will help. |
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| Dark Star | Feb 4 2010, 04:18 PM Post #13 |
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Centaur
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I think what slows down the combat the most is just the math part. Having a calculator around might help speed things up. |
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| Zerka Badu | Feb 4 2010, 04:38 PM Post #14 |
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Death Sladd
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I had a ton of additions and multipliers for Niomi. What I would do is keep a running total for my base attack on a scratch paper, so I would only have one thing to add to my roll.... |
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| cptahubb | Feb 4 2010, 05:49 PM Post #15 |
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Yeah, a bit of preplanning can really keep things simple. Especially with spells, too. Having all the details of an often used spell written down is helpful. You know, casting time, duration, range, save, spell resistance, dice of damage, etc. |
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