DM Help - Fumble Rules for 4e

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bdcjacko

Gone Fonzy
Jun 9, 2010
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Does anyone have a quick little table for fumble rules or examples? I want to start intorducing them into my game more often.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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Well, there's a chart here [http://www.mediafire.com/?ylyot5nidl2] and here [http://homepage.ntlworld.com/corey.sonnenberg/Faerun/Critical%20Fumble%20Table.htm] and here [http://aquerra.wikispaces.com/Critical+Fumble+Results+-+All+Weapons] and ones from Rolemaster.

Some text examples as well:

Critical fumbles happen on a natural 1 on a 1d20 attack roll. To confirm, use one of the following two methods:

-Another attack roll against the opponent's Armor Class, including all normal attack bonuses. [Game Master's note: I considered using just the Base Attack Bonus vs. the defender's flat-footed AC here.] If the attack misses again, see the table below for the result, where the difference between the second attack roll and the defender's Armor Class is the number of the result.

-Simple result: As with the multiplier for critical hits, roll a second 1d20 after rolling a natural 1. If another natural 1 is rolled, roll 1d20 for the result on the table below.

1. Swing and a miss: Simple miss, no penalties.

2. Butterfingers: Drop random item from possessions.

3. Flat-footed for one round.

4. Barf: Sickened (hit in the 'nads), -2 attacks, damage, and saves for one round. (Fortitude save, Difficulty Class 15 to negate).

5. Here, use mine: Opponent can try to disarm.

6. Slam dancing: Bump into friend, make Balance check DC 12 or both lose next attacks.

7. Get out of my way: Spoil closest ally's next attack (Reflex save to avoid).

8. With friends like these? Distract nearest friendly spellcaster (concentration check to negate).

9. Ouch: Pull a muscle, -2 to attacks until treated.

10. What monsters, I don't see any monsters? Armor/gear slip, -2 to attacks and Armor Class until straightened out (Move action).

11. Capes, foiled again! Entangled: Need to spend a standard action to get out.

12. Wide open: Opponents get an Attack of Opportunity.

13. Slip slidin' away: Off-balance, miss next-round action (Reflex save to negate).

14. Oof: Knocked back one hex (five feet, provoke AO).

15. Disarmed: Drop weapon; will need to spend an action (and possibly provoke an AO) to retrieve.

16. On your ass: Prone; you can spend an action next round getting up (provoke an A) at +4 when doing so).

17. Weapon break: Weapon saves to avoid breaking (magical bonuses apply; see rules for Sunder and Breakage)

18. Boot to the head: Hit self (Fortitude save or be stunned for one round).

19. Friendly fire: Hit friend (save to negate damage).

20. You're your own worst enemy: Hit self (save for half damage).

FUMBLE CHART

1) Any "DC" or "check" uses this formula: 1d12 +10

2) A natural attack roll of "1" is then followed by a Dexterity check. If successful, then the attack was only a normal miss.

3) If failed, the player rolls 1d12, and consult below chart. Also, any remaining actions are lost.


1-2: It's your lucky day! Stumble 5 feet in a random direction.

3 : OFF BALANCE- You are flat footed until the beginning of your next turn.

4 : DISTRACTED- Make a "WILL" save or be -1 to AC and attacks until your next turn.

5 : SLIP- Make a "DEX" check or fall prone.

6 : OPENING- The target of your attack gets a free attack of opportunity.

7 : DROP ITEM- Make a "REF" check or drop the weapon or item you attack with in your space. Picking up the item or weapon is a "move action", which provokes attacks of oportunity.

8 : WILD SWING- Attack a random target, friend or foe, but apply no strength bonuses.

9 : TRIP- Make a "DEX" check or fall prone and be stunned for 1d4 rounds.

10 : WEAPON/ITEM FLIES FROM GRASP- The weapon or item you attack with flies from your hand. It lands 1d6 squares away in a random direction.

11 : WIDE OPEN- All enemies you threaten get a free attack of opportunity.

12 : DM CHOICE- Either pick one of the above results, or have the player roll again, but any DC or Check increases by "2". This increase may stack with itself.

Google is your friend.
 

bdcjacko

Gone Fonzy
Jun 9, 2010
2,370
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Made my own using your examples, thanks.

Melee
1 Hits adjacent ally or attacker if none for max damage
2 Hits adjacent ally or attacker if none for normal damage
3 Hits adjacent ally or attacker if none for half damage
4 Provokes Opportunity Attack from Target, taken immediately
5 Knocks any and all adjacent allies to you or target prone
6 Takes a -2 to attack until end of next turn
7 Takes a -2 to all defences till next turn
8 Takes a -1 to attack until end of next turn
9 Takes a -1 to all defences till next turn
10 Falls prone
11 Drops weapon
12 Normal Miss

Range
1 Hits nearest ally within 2 squares of target or attacker if none for max damage
2 Hits nearest ally within 2 squares of target or attacker if none for normal damage
3 Hits nearest ally within 2 squares of target or attacker if none for half damage
4 Target dodges and can move 2 in any direction
5 Knocks any ally within 2 squares of target prone or attacker if none
6 Takes a -2 to attack until end of next turn
7 Takes a -2 to all defences till next turn
8 Takes a -1 to attack until end of next turn
9 Takes a -1 to all defences till next turn
10 Falls prone
11 Drops weapon
12 Normal Miss