I am a gamer. I love RPGs of all kinds, though many of the ones in my personal collection are from the 70s. Still, one of my hobbies is writing new rules and replacing bad ones. (who says there should no longer be intoxication rules in D&D?) So here I have for my fellow nerds some home brewed fumble charts!
First, you have the unfortunate player reroll, then consult the charts:
Melee Weapon:
Crit: becomes a normal miss
Would've hit +5: weapon flies out of hand
Would've hit: Attack an adjacent square, roll as missed grenade-like weapon
Would've missed: Hits himself for half damage
Would've missed -5: deals 1d12 damage to his weapon
Another fumble: weapon breaks
Bow/Crossbow
Crit: becomes a normal miss
Would've hit +5: amo doesn't launch at all
Would've hit: Attack an adjacent square, roll as missed grenade-like weapon
Would've missed: Hits himself for half damage
Would've missed -5: string breaks
Another fumble: whole darn thing breaks
Thrown Weapons
Crit: becomes a normal miss
Would've hit +5: target can catch it
Would've hit: lands 2d6 squares behind him, what ever is there is hit
Would've missed: lands directly behind him, what ever is there is hit
Would've missed -5: lands in his square, he gets no save if it's a grenade or is hit if it's only a knife or something
Another fumble: weapon breaks or is a dud if it's a grenade
Firearms
Crit: becomes a normal miss
Would've hit +5: Attack an adjacent square, roll as missed grenade-like weapon
Would've hit: shoots himself
Would've missed: Jams, needs a new pack of amo, the current pack is useless
Would've missed -5: Jams and permanently ruins weapon
Another fumble: weapon explodes, dealing its maximum damage to all in a 2 square radius. The user doesn't get a save, but others may roll DC 15 Reflex for half damage.
Have fun now!
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