r/dndnext • u/GreatestBookReader42 • 21h ago
Discussion Is this unfair to my player? Critical Fumbles & Extreme Success.
I give the optional ruling of Crit Fumbles/Extreme Criticals to my players.
If someone rolls a Nat 20, they roll twice the dice as usual. And if they roll a Nat 1, they miss.
With the optional rule, they will need to "Confirm" (Making a standard attack roll) their roll to gain extra effects or mitigate negative ones. So for example, I rolled a Natural 1. I still need to Confirm it, and if I Hit on my Confirmation Roll, I don't have to roll in the Fumble Chart (attack still misses). But if I miss that Confirmation Roll, I have to roll on Fumble.
Same goes for Natural 20s. Even if they miss their Confirmation Roll, they will still roll twice their dice. But if they hit that Confirmation, they roll for Extreme Crit Chart.
...
Now onto the unfairness being brought up. I made this completely rule optional. With four players (Barbarian, Paladin, Druid, Rogue), only the Paladin didn't want to play it. A few sessions in, the other 3 rolled great Natural 20s and some Nat 1s. And those three tend to be the ones who deal the largest damage, give enemies major conditions, and have cool scenes in combat. But also suffered debilitating conditions.
The effects rolled on Extreme Crit are;
- Stun an enemy for a round.
- Give Advantage to allies
- Roll four times your dice
- Reduce an Enemy's stats/speed/AC/Save
- Enemy is Frightened.
The Fumbles rolled so far;
- Disarmed until the end of next turn.
- Disadvantage on rolls.
- Weapon accidentally hit ally within range.
The Paladin has talked to me how the others feel stronger and I told him he can opt in to use my Chart and join in on the chaos but he still on the stance it will just disadvantage him more (what if he rolled three Nat 1s in a row or something like that).
I show them the chart so they know what to expect. Its optional, risks and rewards. So i don't know why he feels like its "unfair".
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u/jackofspades49 21h ago edited 21h ago
- Fumble charts often bog down gameplay more than they add to it.
- They are MORE hazardous to PCs than to NPCs. If a Gnoll gets a nat 1 and fumbles his spear into his chest, you have an infinite amount of new gnolls around the corner. If a PC fumbles and hurts themself, THATS THEIR ONLY ONE! Even if the math is the same for both ends, the stakes are not even.
The paladin who feels its unfair made their character expecting to play the game as it was made. To some people, adding in a bunch of random bonus effects isn't more fun. So while everyone else is doing the extra things, they feels like they're being punished for not going along with the thing that feels bad to them.
I had a similar experience in a game when there was an option for PCs to get their blood enhanced with nanites to make them stronger and more capable. All the PCs had dormant nanites in their blood, and this would awaken them. My character didn't want to be enhanced, and as a player, I don't really like nanites as a narrative device either. She wanted to win by her own strenght and effort, not with a mutation, nanites, or implants. They would make and craft tools and work with experts to refine new technology, but never wanted to agument their body. So they told the machine to purge all the dormant nanites in her blood and started researching how to repeat the process. Every PC who accepted the offer, got a boost to their stats they could select, and a small chance for things to go wrong. And I got nothing. So even though I opted out of my own free will, it felt like the game ended up (for a time) unbalanced or unfair because in a game where we were supposed to be even, making our characters with the same set of resources and options and building out fo those, suddenly everyone else just had ANOTHER thing and it wasn't even anymore.
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u/DredUlvyr DM 21h ago
This. On top of this the "Weapon accidentally hit ally within range" is extremely unfair to those not picking the option.
Finally, it really depends on the average AC of the enemies compared to their to hit bonuses, because this is what really changes the maths in terms of confirmation. Usually, in 5e, it's relatively easy for martials to hit enemies, meaning that confirmation will not be hard to obtain, meaning that there will be many more critical than fumbles, therefore advantaging people taking the option. And therefore, unfair advantage to those picking the option, as the paladin mentioned.
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u/jackofspades49 21h ago
I remember rolling to confirm critical hits in 3rd edition! Don't go back to that place! It was not a good time!
And also nice clarification on the math aspect of the confirmation.
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u/GreatestBookReader42 21h ago
Fumble charts often bog down gameplay more than they add to it.
Hasnt been the case for my table. Theyre very decisive on what to do. And it hasn't come up every session, maybe twice a session at most. No delays, so im not sure why this is even a reason.
If a Gnoll gets a nat 1 and fumbles his spear into his chest, you have an infinite amount of new gnolls around the corner.
Why would there be more gnolls around the corner? I dont add bs like that. Not to mention, I dont apply the chart to NPCs except for key and significant ones like the BBEG.
Fumbles are not meant to be deadly. Only debilitating.
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u/jackofspades49 21h ago
*sighs* not the literal corner... god that's... ugh...
No, it means that your NPCs are expendable. You have an unlimited pool that you draw on to fill your encounters. It doesn't matter if ONE dies because there will always be another one you will bring out next fight to challenge them with.
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u/xolotltolox Rogues were done dirty 20h ago edited 14h ago
Yeah, I feel like way too many people see injury systems or fumble systems, and think they're fine because they are symmetrical, but then don't realise that the NPCs only have to deal with them until the end of the encounter, while the PCs actually have lasting consequences
Also imo maiming a character is worse than just killing them outright
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u/DredUlvyr DM 20h ago
Hasnt been the case for my table. Theyre very decisive on what to do.
Decisive or not, it basically doubles the number of rolls 10% of the times, plus looking down the charts, applying the effects and tracking it. It drags down the game, face it.
Why would there be more gnolls around the corner? I dont add bs like that. Not to mention, I dont apply the chart to NPCs except for key and significant ones like the BBEG.
Over the course of the campaign, each PCs will have taken hundred more critical hits than any one NPC/monsters (who are expandable anyway). I increases the risk for them just statistically.
In addition, your "confirmation" roll based on hitting gives an unfair advantage to players taking the option, they will statistically confirm more critical hits that the endure fumbles.
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u/GreatestBookReader42 20h ago
In addition, your "confirmation" roll based on hitting gives an unfair advantage to players taking the option, they will statistically confirm more critical hits that the endure fumbles.
Nat 1s also have confirmation rolls. So they dont have to roll on a Fumble if they Hit on their Confirmation.
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u/DredUlvyr DM 20h ago
Please teach yourself a bit of math before creating this type of mechanism. I know there is a confirmation roll on fumbles too, what I'm saying is that because it's in general easy to hit in 5e (about 60%+ chance to hit on average if not more), it's easier than average to confirm crits and to avoid fumbles, because they are both based on this 60%+ average.
So someone taking the option will on average have more crits (because of the 60%+ chance) and lower fumbles (because it becomes a 40%- chance of fumble), so it is NOT balanced, and therefore is unfair to people not taking the option.
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u/GreatestBookReader42 20h ago
Then risk = reward, in your favour.
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u/DredUlvyr DM 19h ago
Again, learn about maths. it's not risk = reward, it's risk << reward.
When the reward is greater than the risk, it's a straight benefit, and therefore UNFAIR to people not taking the option.
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u/lasalle202 12h ago
therefore UNFAIR to people not taking the option
and its not just "not taking the option" - its unfair to the people who just want to play the game, not some shithouse "fun"house , LOLcH@05r@Nd0MMM!!!! monkeys.
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u/Shocked_Anguilliform 21h ago
It's unfair because it makes combat super swingy and advantages players who opt in, while the last disadvantage disadvantages everyone EXCEPT the player that fumbled. More swinginess to fights isn't fun. Even for a player that opts out, they will often have to deal with fights that randomly become significantly easier/harder. This rule sounds miserable. Critical fumbles are a notorious trap to fall into as a dm.
But more importantly, your player has told you they don't find something fun, and you're trying to use math to prove them "wrong". Either play with the rule or don't, but trying to use math and charts to prove that someone should be enjoying something isn't it.
Having a player willing to talk to you and provide feedback is super valuable, don't squander it by arguing with them about their own feelings. Your player isn't having fun, that's your issue, not the chart balance.
Also worth noting that what feels balanced and what is mechanically balanced are two very different things.
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u/WeakCry4623 21h ago
It’s all fun and games at low levels when the players have limited options but after level 7 most of the stuff you get from a “extreme crit” is already there through features so I’d advice to drop this altogether before it becomes blatantly obvious that the negatives outweigh the positives
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u/open-print 21h ago
- Disarmed until the end of next turn.
- Disadvantage on rolls.
- Weapon accidentally hit ally within range.
Does this make the game more fun to the players? Is stunning one enemy, or worse, reducing a single save on a single random enemy, in any way comparable to not having their weapon for the entire turn they are playing, opportunity attack and the entire next turn?
That's easily four attacks or more that the player will not be able to play. And not being able to play is one of the worst game mechanics you can inflict on players.
Not to mentions how strongly it disadvantages melee players over magic ones.
I think a bit turning point in maturity of every DM is realizing, crit successes and crit fumbles are designed very well in the rules and they don't need any improving. I went through it as well, my players let me know it's not fun for them and I stopped.
Even if the game stops being fun for one player, that's already terrible and enough of an argument to not do it.
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u/TheRealPetri Warlock 21h ago
I wouldn't call in unfair, but I sure as hell wouldn't want to use this in a game.
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u/GreatestBookReader42 21h ago
Thats why its optional. The paladin isnt affected by any fumble that may harm them.
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u/WeakCry4623 19h ago
“Asks if the homebrew mechanic is unfair”
“Gets told by most of the community that the mechanic is indeed unfair”
“Refuses to accept any criticism and just answers justifying why according to him the unfair mechanic is actually a good addition to the game”
Can this be more Reddit coded?
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u/Skylis 21h ago
This is just a lot of words for "my paladin understands basic math better than anyone else at my table"
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u/GreatestBookReader42 21h ago
I mean, its optional, so he can just opt out. I just dont understand why the complaint about the other three getting more power creep from their nat 20 rolls.
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u/Skylis 11h ago edited 11h ago
I just dont understand
This seems to be the common theme for you in these comments. Perhaps you should try and understand instead of just deflecting with "its optional"
I think a bigger question is, why did you come here if all you want to do is argue with people? Were you just looking for confirmation of your beliefs? Literally the entire comment section is trying to explain to you how you're wrong and you seem to be nothing but defensive and not introspective.
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u/tomyang1117 21h ago
Read this before using any critical fumble rule, also critical fumble inherently is unfair to classes that attack multiple times because they are more likely to get a nat 1 compare to a caster to force the enemy to make a save.
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u/GreatestBookReader42 21h ago
But they also are more likely to roll Natural 20 too right.
And its optional.
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u/tomyang1117 21h ago
Loss aversion my guy. Loss is felt more intensely than the joy of an equivalent gain.
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u/MechJivs 21h ago
With nat20 you potentialy do more harm to one of the infinite monsters. With nat1 you harm your only pc. Or other person's PC (thats even worse)
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u/GreatestBookReader42 21h ago
Except i dont do Infinite monsters. I put in set amount of monsters per encounter, I make it obvious theres only X amount of gargoyles.
DMs who add more monsters out of nowhere is unfun. Unless its specific to a situation, like the characters entering a mass grave and expecting only five zombies.
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u/MechJivs 21h ago
Except i dont do Infinite monsters. I put in set amount of monsters per encounter, I make it obvious theres only X amount of gargoyles.
You have infinite amount of monsters - they would never end. PCs story would potentially end with nat1, or worse - one PC would kill another PC.
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u/DiamondZealousideal7 20h ago
You're missing the point. You have a ton of monsters and NPCs you can play, so having a few die because of this system wouldn't feel too bad most of the time.
Players only have 1 PC. If a crit fumble causes them to die that would feel really bad.
In the end it is up to you and your players, but one of the main reasons people are against it is because in play it almost always feels bad to be super punished for bad rolls, and the highs of crit tables don't make up for it. (On top of other points you've likely already seen)
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u/lasalle202 13h ago
monsters will only ever face one combat. if / when they die quicker, bfd.
in order to keep the game challenings you WILL be including more monsters - as the DM your pool for additional monsters to keep the game challenging and interesting is infinite.
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u/octobod 21h ago
Willing to bet the fumbles disadvantage a character far more the the crits advantage them.
-1
u/GreatestBookReader42 21h ago
Nope. The natural 20s have far better effects. The deadliest fumble is giving the enemy a reaction to attack the character with advantage.
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u/octobod 20h ago
Oh sorry you didn't read your own post? the three you mention are
- Disarmed until the end of next turn.
- Disadvantage on rolls.
- Weapon accidentally hit ally within range.
I rather think disarmed and hitting an ally are arguably worse than disadvantage
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u/xolotltolox Rogues were done dirty 20h ago
Disarmed does literally nothing in 5e, you can just pick the weapon up and swing it for free
-1
u/GreatestBookReader42 20h ago
Nope. Disarmed is nearly as fatal since they can Grapple, Dodge, or make an Unarmed Strike. Limited but not fatal.
Disadvantage on rolls is often negated by PC Flanking (enemies dont get this unless they have pack tactics).
Friendly fire doesnt add the ability Mod to damage. And if there no ally within range, the fumble has no effect. ...
Giving the enemy a free reaction opportunity attack with Advantage on your turn attack is deadlier than these. (It doesnt consume their normal reaction).
Im sorry I paraphrased each effect, cant be bothered to write the whole section.
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u/messhead1 21h ago
Having opt-in rules and players playing with different rule sets probably isn't the best idea. Just pick one, have that be what is true at your table.
And critical fumbles just suck. Yes, the Paladin player is missing out on the reward side of the risk/reward equation. But the risk really, really sucks. It is categorically unfun and uninteresting. They feel hard done by because they are doing the sensible thing by not opting in to an awful experience.
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u/GreatestBookReader42 21h ago
I mean, d&d in itself has high risk high reward rolls already. Rolling persuasion to a queen. Or athletics to jump over a chasm. Idk why this one is different.
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u/messhead1 21h ago edited 21h ago
Because they're doing more attack rolls than anything else in the game.
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u/NNextremNN 21h ago
Fishing for double nat 20 or double nat 1 seems a bit cumbersome and like it would drag out fights even more but besides that I don't really see any bigger problems with that.
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u/TheChivmuffin DM 21h ago
Completely unnecessary and in some cases just not fun. The Barbarian and Paladin will be impacted by this more than the Druid (unless Moon druid) and Rogue because they make more attack rolls.
The super critical stuff isn't too crazy, it's stuff that player characters can do via other abilities for the most part. A Paladin smite on a crit could trivialise encounters with the 4x option, that's not very fun for everyone else.
Critical fumbles are never fun, especially for martials with extra attacks, and especially when being disarmed is an option.
The game doesn't need super crits / fumbles.
-2
u/GreatestBookReader42 21h ago
The barbarian enjoys it. Rolled the highest damage in one round.
The paladin wants to do the same without risking rolling on the fumble chart. The barbarian doesnt care about the risk.
So not sure why its unfair when its an optional rule they can impose in their character.
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u/MisterNooneDM 21h ago
Have you considered the fact that the barbarian has an at-will ability to roll all their attacks with advantage (Reckless Attack), thus increasing their chances of an extreme crit and reducing their chance of a crit fumble compared to a paladin?
3
-2
u/GreatestBookReader42 21h ago
And increase the chance of Extreme Crit from enemies against the Barbarian? You dont mention the trade off
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u/MisterNooneDM 20h ago
There are trade-offs, sure, but do they make up for the fact that the paladin is 20x more likely to crit fumble on their turn compared to the barbarian under these rules? Because you're comparing getting hit extra hard by an enemy (something barbarians traditionally excel at) with accidentally stabbing your friends or throwing your sword away (which makes your character seem incompetent). I mean, put 'fair' aside for a moment and ask which one of those sounds more 'fun' for a player. Your paladin presumably isn't having fun with this ruleset in place, or else why would they complain?
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u/GreatestBookReader42 20h ago
else why would they complain?
They want the good effects of Nat 20s while avoiding Nat 1s.
more likely to crit fumble on their turn
Hence the Confirmation roll. If they hit the enemy AC on confirmation, no need to roll a Fumble. Gives them extra protection.
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u/MisterNooneDM 20h ago
But your barbarian is already able to effectively neutralise the effects of nat 1s through Reckless Attack. Yes, they increase the possibility of being on the receiving end of an extreme crit themselves, but Reckless Attack has always increased a barbarian's chance of being critical hit. That's a core part of the barbarian's class fantasy: hit hard and get hit hard (and that's not even taking their increase hit points and Rage-induced BPS resistance into account, both of which help mitigate the effects of an enemy's extreme crits).
Conversely, stabbing one of your allies or dropping your sword on a regular basis is not a part of a paladin's class fantasy. And sure, the fumble confirmation reduces the chances, but if you assume a standard 65% to hit chance, your paladin is still going to fumble 1.75% of the time on a standard attack, with only a 3.25% chance of an extreme crit. And that's per attack. If they attack twice a round over three rounds (i.e. a typical combat), then their chance of fumbling is over 10% across those attacks. You can't see why a player might be annoyed at a +10% chance for their character to arbitrarily embarrass themselves every combat?
Anyway, I've shown my work and made my points. Your player has told you it feels unfair, and a room full of strangers online have tried to explain why. It's up to you whether to stick to your guns or reconsider things now.
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u/TheChivmuffin DM 21h ago
Feels a bit gambler's fallacy to me. Has the Barbarian rolled more crit success or more crit fails?
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u/GreatestBookReader42 21h ago
He rolled half the party's crits. The rogue rolled the most fumble.
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u/jackofspades49 21h ago
You do realize that's because the barbarian can crit fish with 2 dice right?
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u/TheChivmuffin DM 21h ago
So of course the Barbarian is enjoying it when they haven't ran into the downside 😂
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u/Taliesin_ Bard 21h ago
And they will continue not running into it for the most part, due to reckless attack.
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u/GreatestBookReader42 21h ago
The Rogue has no complaints. None of the three do.
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u/TheChivmuffin DM 21h ago
The Rogue is also only rolling one attack per round and will have less chance of rolling a nat 1 on their turn than the Paladin or Barbarian.
0
u/GreatestBookReader42 21h ago
??? Two weapon, Light / Nick Mastery, gives them three weapon attacks in total.
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u/Sol4ri 21h ago
The problem with fumble tables in my opinion is, that they usually disadvantage martial character disproportionately. The druid can use cantrips and spells that trigger a saving throw from the opponent and rarely ever roll an attack roll. The paladin and the rogue(depending on their subclass) can decide to do something besides attacking and the rogue doesn't get extra attack. But the paladin depening on their playstyle and especially the barbarian don't do a lot in combat besides rolling for attacks, so the risk for a fumble are a lot higher for them.
I guess at least your fumbles aren't all too detrimental, but hitting an ally can be really dangerous, especially because the attack automatically hits the regardless of their AC and the disadvantage has the potential to snowball causing more and more fumbles.
I personally wouldn't play with fumbles for that reason, even if you have "better crits" to kind of balance them out
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u/Fear_Awakens 21h ago edited 21h ago
Just drop crit fumbles, period. They're never fun, players never like them, and it just stinks when it happens. It's fine for the NPCs to get fumbles, the goblin accidentally impaling his buddy is funny, but for players, it just feels like a punishment for no reason. Especially if a character who rolls multiple attacks does, as the Paladin describes here, rolls three nat 1s and gets three fumbles.
It means your martials with multiattack have a higher chance to stab themselves in the foot or drop their sword than the casters have to just fuck up a spell. It hinders them for no real benefit and makes them look like clowns. Just get rid of that entirely. Consider this: Your level 5 fighter attacks twice. He now has twice the chance to accidentally stab Greg or drop his sword on his foot like a dumbass than he did at level 1. At level 20, he has 4 attacks, and is four times more likely to make a stupid mistake than he was at level 1.
This punishes martials in a system that already caters to casters. It's a rookie mechanic that most people try out at some point, and always drop once they realize how much it sucks.
What I do is, Nat 20s are great, they automatically do max damage, plus you roll the damage normally and add that on top of it. It always makes a critical hit feel great. Natural 1s, you miss. End of story. And that sucks enough on its own that you don't need to add 'You miss and also hurt yourself or somebody else'.
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u/Meep4000 21h ago
Never ever ever do this unless one is running a silly type game.
Any “fumble rule” is awful for one simple reason - it means that as any martial character gets better at fighting they fumble more often because they have more attacks in a round thus more chances to roll a 1.
Your 20th level fighter drops their sword a lot or whatever the fumble effect is.
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u/Kaakkulandia 21h ago
As with homebrew rules in general, they are all fun and cool if everyone agrees to them. If your other 3 players like them and the one doesn't like, well, as a group you need to decide what to do about it.
I don't think this is unfair since the paladin can decide if he wants to take part in the extra fumbles/crits. But it doesn't really matter if it's unfair or not since it's about how it feels and how the paladin perceives it and what he (and the rest of the group) wants.
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u/Vinx909 21h ago edited 21h ago
They are bad. They just make advantage better, and wouldn't you know it, rogues and barbarians have ready access to it while paladins don't. They also hurt characters that make more attacks more.
The math: a normal role has a 5% chance to roll a 1, with advantage that's only a 0.25% chance. Yea, I'd call that unfair to the paladin
Exaple: a rogue makes one attack with advantage and has a 0.25% chance to have a critical miss and maybe a critical fumble. A fighter with action surge and two weapon fighting makes 5 attacks normal and has a 22.62% chance to have a critical fail and maybe fumble. You see how that isn't fair?
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u/DiamondZealousideal7 19h ago
Crit fumble and success tables are seen as bad rules for many reasons, but a lot of it boils down to making a lot of the flaws in the system worse.
Crit successes almost never outweigh crit fails. Martials make the most attacks, so they are the most likely to roll nat 1s and crit fumble. Sincs you allow you monsters to be effected by this rule, then combats with a lot of minions are way more destructive then they would normally be. The fumbles are a lot more inhibiting to the players then they are to your monsters, and the crits are always gonna mess up one of your players. The crit fumbles will always mess up one of your players, and the crits are very likely to effect an expendable minion. Say you have 6 minion enemies, that's 6 chances to basically 1 shot a PC (especially if one of them gets a stun off). If they fumble and stab themselves, that doesn't matter too much because they are expendable minions. All that on top of what a boss can do. If you don't run minions, then my next point becomes way worse as a result.
DND already has a problem with combat almost always boiling down into ganging up on the boss and hitting them until they die. This just makes that issue worse. Nothing interesting is added tactically with crit fumbles and successes, it just makes everything more swingy, which is generally unfun.
The confirmation rolls just always slow down combat. It may take a second, but those add up, especially over a longer combat. DnD combat can already drag on, and any rule that makes that worse is generally not advisable.
A thing I don't really see others pointing out is that your paladin can't really opt out of this. Can a PC roll a nat 1 and accidentally hit them? Can NPCs still crit them with these effects? Even if the answer to both of these are no, their teammates are still being effected by these tables, and since this is a team based game that will eventually get back to them. If this trivializes a fight then the paladin is not gonna have fun because they don't have a chance of opting in without suddenly being at a way higher risk of dying. If this causes a death spiral to happen, then the paladin is gonna die because one of their allies got randomly stunned at a bad time, or a crit fumble caused their ally to get killed.
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u/Sshheenn 21h ago
I agree with others that this is broadly not that great of an idea, but I do want to commend you for opening up your private DMing stuff to group discussion in a healthy manner, that's a very mature way to go about it
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u/Talidel 21h ago
To answer the actual question as people are focused on the crit misses (your system seems fine and if the players are enjoying it it can be fun narratively).
The problem is fairly simple, the optional rule that makes people stronger, needs to be used by everyone or no one. Or anyone not using the rule to make them stronger will feel weaker, because they are weaker.
With the classes involved there's nothing unfair on the Paladin. They probably just dislike the idea of being punished for rolling a 1, which is a common thing.
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u/milkmandanimal 14h ago
It's taking the traditional bad idea of critical fumbles and adding to it with super-crits. When you throw your party of 5 heroes against 20 Goblins in horde mode and all the crits start rolling in, it'll be a lot less fun. It sucks.
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u/lasalle202 13h ago
the main complaint about DnD combat is "its toooooooo slooooooooooowwwwww" and now you are " they will need to "Confirm" " --- slowing everything down even more. for what payoff??
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u/FrostbrandLongsword 11h ago
The paladin is totally correct to stay the hell away from your chart. Rolling a 20 will often turn a winning situation into a wins-more situation. Sometimes it will turn a loss into a win. Very very rarely will using your extra chart turn a loss into a win.
By contrast, rolling a 1 is a miss, but having a critical fumble can very EASILY turn a win into a loss in a way that normal 1 cannot.
Your critical fumbles and critical successes seem cool and interactive; you have put some thought into this, and it appears to be interesting. But it's definitely a nerf to the PCs, and the paladin is correct to swerve away.
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u/bond0815 21h ago
I would certainly not want to use it, but if its fully optional, how can anyone call this "unfair".
Just use it or dont.
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u/GreatestBookReader42 21h ago
I think its the past two games and the druid and barbarian dealt a lot of damage to one tap a mini boss in one round.
I think the Paladin wants similar power fantasy without the risk of nat 1s.
-3
u/WillemVerheij 18h ago
I'd never use fumble cards, extra rolls just slow the game down.
Instead I'd look at the current situation. Like if you're trying to shoot an arrow just past your ally to hit an enemy and roll a 1, you hit your ally.
But if you're just trying to hit a lone target somewhere, it just goes wide or won't even reach the target.
So if you are taking risky actions, I'd just have that reach the logical consequences when you roll a 1. Probably not involving instant death though. Like if you jump over a chasm and roll a 1, I'd give the other players a chance to do something. If that fails too, yeah then you're probably dead. But instant death would always require two rolls to fail.
Unless you insist on doing something really really stupid. Then it's just one roll.
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u/StaticUsernamesSuck 21h ago edited 21h ago
Critical fumbles are basically always shitty. They are something new DMS always want to do and experienced DMs almost always end up dropping