kingzerno
2016-01-11, 08:39 AM
Ok. So I'm 3 adventures in to a 3.5 campaign, with the players decisions ranging from "seriously. You want to do that? Really? Definitely?" to "That was ridiculously lucky." Along the way of advetures 1 and 2 a lot, and I mean a LOT, of 1's were rolled when making attack rolls (both them and me). After the twentieth "X gets stuck in the doorway" (it became a running joke) I decide to brew up a critcial fail chart.
Now I know a lot of players don't like these, so I asked if they all wanted to give it a trial.Adventure 3 was both ridicuous and hilarious and the chart was a hit (see the NPC archer tripping himself off a roof) and all the players agree they want to continue to use it.
I thought I'd throw it up here and get some critique on it. Perhaps you all can come up with changes/alterations? (The idea was the the lower the roll on the chart the worst the result). Hell share your experiences with using critical fail charts as well! Do they stand up to the long run of a campaign? Did your DM change them as your levels changed?
Or you can just call me a **** for using one :P
Table 1 Melee
Critical fail roll. Effect
1 Roll once more on this table and then on table 2.
2 The weapon shatters beyond repair
3 The weapon flies from your hand, landing 2d10 feet away in a random direction. If it hits someone make a ranged attacked roll.
4 Your attack misses wildly throwing you off balance -2AC this round, sneak attack damage applied if applicable.
5 You throw too much into the attack lurching forwards d10 feet in a random direction provoking atackcas of opportunity.
6 Your feet tangle and you lurch drunkenly, DC20 balance check or fall prone. Provokes attacks of opportunity.
7 Handling your weapon like a rank amateur you sprain your wrist -2 to attack rolls for d8 rounds
8 Grit clouds your vision -1 to hit for d4 rounds
9 So confident of your attack you throw everything into it. Overblancing your opponent may make a free trip attempt with a +4 modifier
10 Your attack is anticipated by your opponent(s). They gain a +2 bonus to attacks against you for one round.
11 You manage to damage your weapon. It is at -1 to attack until you spend a turn repairing it. (If the minus 1's gained from rolling this exceed your Base attack before a repair is made the weapon breaks)
12 Your opponent defends themselves excellently. Lose any remaining attacks. DC 15 dex to hold on to your weapon.
13 You misjudge your opponent(s) who take advantage. Attacks of opportunity against you.
14 In an embarrasing feat of clumsiness you cannot bring your own body under control, lose any remaining actions.
15 Your wild lunge is sidestepped. Your opponent gains a free disarm attempt.
16 Make an attack roll against a random person within reach
17 Your attack leaves you open, but only for a strike with the off hand. If unarmed this is a punch.
18 You fumble ineptly, loosening your grip on your weapon. Make a DC15 DEX check to recover your control or forfeit your next attack. You provoke an attack of opportunity from all enemies who threaten you.
19 Your opponent parries your strike, numbing your hand. -2 to attack rolls and strength based skills for d4 rounds
20 The strike comes off with magnificent effect. Controlling your failure you turn it into a precision strike, roll critical damage.
Table 2 Melee
1 Death. You are dead. Serves you right for being inept.
2 Your weapon explodes in your hand. D8 damage. If your weapon is destroyed due to table 1, roll a d6. 1-5 is the number of figners you lose. 6 costs you a hand. 1 fing no penalty. For each additional finger lost -1 to any atk rolls or skill checks (cumulataive). If a hand is lost switch to your off hand -3 penalty.
3 The nearest friendly character has enraged you beyond belief, you ignore your opponent(s) and attack them. If they are not in reach you spend any remaining movement heading towards them to attack on the next turn.
4 You somehow manage to slice the straps of your own armour. You are now not wearing armour.
5 Your attack bounces off of your opponent right back at you. Make an attack roll against yourself. You are flat footed.
6 Your attack bounces off of your oppenent right back at you. Make an attack roll against yourself. You are NOT flat footed.
7 You develop an irritational hatred for a random person involved in the ancounter for d3 rounds your sole focus is hurting them.
8 You start yelling wildly at your opponent(s) curisng their bloodline. All attacks will be directed against you for the next round.
9 Your boot laces snap, tangling you. You fall prone. A DC15 balance check is required to gain your feet in the next round
10 You are overcome with a wave of nausea -4 to attacks for d3 rounds
11 You have an irrepresible urge to cartwheel. DC 15 acrobatics check to carthweel away from your oppponents. Provokes attacks of opportunity.
12 That person insulted your mother! This cannot go unpunished. Bullrush a random person.
13 You must have the nearest shiny thing. For d3 rounds attempt to get the nearest shiny.
14 You know you're stronger than that guy (or gal) initiate a grapple with a random person within reach.
15 You're fed up of using this weapon. Discard it and draw a second one. If you don't have a second one it's time to go bare knuckle. (drawing provokes atks's of opportunity)
16 You are convinced you are a ferocious dragon. Forfeit your next round of actions as you bellow a challenge to all your opponents. Intimidate check. -20 circumstantial penalty as they can clearly see you aren't a dragon!
17 You wish you'd gone to the toilet before you came here. Soil yourself. Whenever you move DC15 dex to not slip on your own waste
18 So confident are you in your fighting ability that for the next round you will fight with your eyes closed -10 to atk and lose dex bonus to AC
19 Your attack is directed against a random person within range
20 You save yourself from disaster at the last second. You lucky lucky fool. Gain 5HP permanently. You deserve a treat.
And the ranged table:
Ranged
Roll once more on this table and then on table 2.
The weapon shatters beyond repair
Your bow string snaps, lashing up and across your face d4 damage. If a 4 is rolled you take on a pemanent scar
The weapon flies from your hand, landing 2d10 feet away in a random direction. If it hits someone make a ranged attacked roll.
The weapon rebounds hitting you in the face for d6 non-lethal damage and stunning you for one round
The weapon ricochets widly in your hands sending you sprawling 2d10 feet away from it.
Your feet tangle and you lurch drunkenly, DC20 balance check or fall prone. Provokes attacks of opportunity.
Handling your weapon like a rank amateur you sprain your wrist -2 to attack rolls for d8 rounds
Grit clouds your vision -1 to hit for d4 rounds
As you reach for an arrow/bolt/knife your hand snags. You tug hard. Your quiver scatters arrows everywhere. If wearing a bandolier the buckle snaps spilling the weapons.
A stray sunbeam temporarily blinds you. You are blind for d3 rounds.
Your opponent brings their weapon up to deflect the strike. The missile hits a random person within 10 feet. They take half damage.
You stare dumbfounded as your shot goes high and wide any attacks made against you are at +2
In an embarrasing feat of clumsiness you cannot bring your own body under control, lose any remaining actions.
You manage to damage your weapon. It is at -1 to attack until you spend a turn repairing it. (If the minus 1's gained from rolling this exceed your Base attack before a repair is made the weapon breaks)
Make an attack roll against a random person within range
Your fumbled shot sends your missile wide. You curse your incompetent attempt and spend a full round regaining your composure. You may take a move action but not an attack action in this time.
You fumble ineptly, loosening your grip on your weapon. Make a DC15 DEX check to recover your control or forfeit your next attack. You provoke an attack of opportunity from all enemies who threaten you.
You put too much into the attack, catching your hand and numbing it. -2 to attack rolls and strength based skills for d4 rounds
The strike comes off with magnificent effect. Controlling your failure you turn it into a precision strike, roll critical damage.
Ranged
Death. You are dead. Serves you right for being inept.
Your weapon explodes in your hand. D8 damage. If your weapon is destroyed due to table 1, roll a d6. 1-5 is the number of figners you lose. 6 costs you a hand. 1 fing no penalty. For each additional finger lost -1 to any atk rolls or skill checks (cumulataive). If a hand is lost switch to your off hand -3 penalty.
The nearest friendly character has enraged you beyond belief, you ignore your opponent(s) and direct your attack(s) against them.
You somehow manage to slice the straps of your own armour. You are now not wearing armour.
Your attack rebounds coming right at you. Make an attack roll against yourself. You are flat footed.
Your attack rebounds coming right at you. Make an attack roll against yourself. You are NOT flat footed.
You develop an irritational hatred for a random person involved in the ancounter for d3 rounds your sole focus is hurting them.
You start yelling wildly at your opponent(s) curisng their bloodline. All attacks will be directed against you for the next round.
Your boot laces snap, tangling you. You fall prone. A DC15 balance check is required to gain your feet in the next round
You are overcome with a wave of nausea -4 to attacks for d3 rounds
You have an irrepresible urge to cartwheel. DC 15 acrobatics check to carthweel away from your oppponents. Provokes attacks of opportunity.
That person insulted your mother! This cannot go unpunished. Bullrush a random person.
You must have the nearest shiny thing. For d3 rounds attempt to get the nearest shiny.
You know you're stronger than that guy (or gal) initiate a grapple with a random person within range.
You're fed up of using this weapon. Discard it and draw a second one. If you don't have a second one it's time to go bare knuckle. (provokes atk's of opportunity)
You are convinced you are a ferocious dragon. Forfeit your next round of actions as you bellow a challenge to all your opponents. Intimidate check. -20 circumstantial penalty as they can clearly see you aren't a dragon!
You wish you'd gone to the toilet before you came here. Soil yourself. Whenever you move DC15 dex to not slip on your own waste
So confident are you in your fighting ability that for the next round you will fight with your eyes closed -10 to atk and lose dex bonus to AC
Your attack is directed against a random person within range
You save yourself from disaster at the last second. You lucky lucky fool. Gain 5HP permanently. You deserve a treat
I had hoped to just upload the file I have, but that doesn't seem to be allowed so apologies for the crappy formatting. If anyone wants a copy I'm happy to provide.
Now I know a lot of players don't like these, so I asked if they all wanted to give it a trial.Adventure 3 was both ridicuous and hilarious and the chart was a hit (see the NPC archer tripping himself off a roof) and all the players agree they want to continue to use it.
I thought I'd throw it up here and get some critique on it. Perhaps you all can come up with changes/alterations? (The idea was the the lower the roll on the chart the worst the result). Hell share your experiences with using critical fail charts as well! Do they stand up to the long run of a campaign? Did your DM change them as your levels changed?
Or you can just call me a **** for using one :P
Table 1 Melee
Critical fail roll. Effect
1 Roll once more on this table and then on table 2.
2 The weapon shatters beyond repair
3 The weapon flies from your hand, landing 2d10 feet away in a random direction. If it hits someone make a ranged attacked roll.
4 Your attack misses wildly throwing you off balance -2AC this round, sneak attack damage applied if applicable.
5 You throw too much into the attack lurching forwards d10 feet in a random direction provoking atackcas of opportunity.
6 Your feet tangle and you lurch drunkenly, DC20 balance check or fall prone. Provokes attacks of opportunity.
7 Handling your weapon like a rank amateur you sprain your wrist -2 to attack rolls for d8 rounds
8 Grit clouds your vision -1 to hit for d4 rounds
9 So confident of your attack you throw everything into it. Overblancing your opponent may make a free trip attempt with a +4 modifier
10 Your attack is anticipated by your opponent(s). They gain a +2 bonus to attacks against you for one round.
11 You manage to damage your weapon. It is at -1 to attack until you spend a turn repairing it. (If the minus 1's gained from rolling this exceed your Base attack before a repair is made the weapon breaks)
12 Your opponent defends themselves excellently. Lose any remaining attacks. DC 15 dex to hold on to your weapon.
13 You misjudge your opponent(s) who take advantage. Attacks of opportunity against you.
14 In an embarrasing feat of clumsiness you cannot bring your own body under control, lose any remaining actions.
15 Your wild lunge is sidestepped. Your opponent gains a free disarm attempt.
16 Make an attack roll against a random person within reach
17 Your attack leaves you open, but only for a strike with the off hand. If unarmed this is a punch.
18 You fumble ineptly, loosening your grip on your weapon. Make a DC15 DEX check to recover your control or forfeit your next attack. You provoke an attack of opportunity from all enemies who threaten you.
19 Your opponent parries your strike, numbing your hand. -2 to attack rolls and strength based skills for d4 rounds
20 The strike comes off with magnificent effect. Controlling your failure you turn it into a precision strike, roll critical damage.
Table 2 Melee
1 Death. You are dead. Serves you right for being inept.
2 Your weapon explodes in your hand. D8 damage. If your weapon is destroyed due to table 1, roll a d6. 1-5 is the number of figners you lose. 6 costs you a hand. 1 fing no penalty. For each additional finger lost -1 to any atk rolls or skill checks (cumulataive). If a hand is lost switch to your off hand -3 penalty.
3 The nearest friendly character has enraged you beyond belief, you ignore your opponent(s) and attack them. If they are not in reach you spend any remaining movement heading towards them to attack on the next turn.
4 You somehow manage to slice the straps of your own armour. You are now not wearing armour.
5 Your attack bounces off of your opponent right back at you. Make an attack roll against yourself. You are flat footed.
6 Your attack bounces off of your oppenent right back at you. Make an attack roll against yourself. You are NOT flat footed.
7 You develop an irritational hatred for a random person involved in the ancounter for d3 rounds your sole focus is hurting them.
8 You start yelling wildly at your opponent(s) curisng their bloodline. All attacks will be directed against you for the next round.
9 Your boot laces snap, tangling you. You fall prone. A DC15 balance check is required to gain your feet in the next round
10 You are overcome with a wave of nausea -4 to attacks for d3 rounds
11 You have an irrepresible urge to cartwheel. DC 15 acrobatics check to carthweel away from your oppponents. Provokes attacks of opportunity.
12 That person insulted your mother! This cannot go unpunished. Bullrush a random person.
13 You must have the nearest shiny thing. For d3 rounds attempt to get the nearest shiny.
14 You know you're stronger than that guy (or gal) initiate a grapple with a random person within reach.
15 You're fed up of using this weapon. Discard it and draw a second one. If you don't have a second one it's time to go bare knuckle. (drawing provokes atks's of opportunity)
16 You are convinced you are a ferocious dragon. Forfeit your next round of actions as you bellow a challenge to all your opponents. Intimidate check. -20 circumstantial penalty as they can clearly see you aren't a dragon!
17 You wish you'd gone to the toilet before you came here. Soil yourself. Whenever you move DC15 dex to not slip on your own waste
18 So confident are you in your fighting ability that for the next round you will fight with your eyes closed -10 to atk and lose dex bonus to AC
19 Your attack is directed against a random person within range
20 You save yourself from disaster at the last second. You lucky lucky fool. Gain 5HP permanently. You deserve a treat.
And the ranged table:
Ranged
Roll once more on this table and then on table 2.
The weapon shatters beyond repair
Your bow string snaps, lashing up and across your face d4 damage. If a 4 is rolled you take on a pemanent scar
The weapon flies from your hand, landing 2d10 feet away in a random direction. If it hits someone make a ranged attacked roll.
The weapon rebounds hitting you in the face for d6 non-lethal damage and stunning you for one round
The weapon ricochets widly in your hands sending you sprawling 2d10 feet away from it.
Your feet tangle and you lurch drunkenly, DC20 balance check or fall prone. Provokes attacks of opportunity.
Handling your weapon like a rank amateur you sprain your wrist -2 to attack rolls for d8 rounds
Grit clouds your vision -1 to hit for d4 rounds
As you reach for an arrow/bolt/knife your hand snags. You tug hard. Your quiver scatters arrows everywhere. If wearing a bandolier the buckle snaps spilling the weapons.
A stray sunbeam temporarily blinds you. You are blind for d3 rounds.
Your opponent brings their weapon up to deflect the strike. The missile hits a random person within 10 feet. They take half damage.
You stare dumbfounded as your shot goes high and wide any attacks made against you are at +2
In an embarrasing feat of clumsiness you cannot bring your own body under control, lose any remaining actions.
You manage to damage your weapon. It is at -1 to attack until you spend a turn repairing it. (If the minus 1's gained from rolling this exceed your Base attack before a repair is made the weapon breaks)
Make an attack roll against a random person within range
Your fumbled shot sends your missile wide. You curse your incompetent attempt and spend a full round regaining your composure. You may take a move action but not an attack action in this time.
You fumble ineptly, loosening your grip on your weapon. Make a DC15 DEX check to recover your control or forfeit your next attack. You provoke an attack of opportunity from all enemies who threaten you.
You put too much into the attack, catching your hand and numbing it. -2 to attack rolls and strength based skills for d4 rounds
The strike comes off with magnificent effect. Controlling your failure you turn it into a precision strike, roll critical damage.
Ranged
Death. You are dead. Serves you right for being inept.
Your weapon explodes in your hand. D8 damage. If your weapon is destroyed due to table 1, roll a d6. 1-5 is the number of figners you lose. 6 costs you a hand. 1 fing no penalty. For each additional finger lost -1 to any atk rolls or skill checks (cumulataive). If a hand is lost switch to your off hand -3 penalty.
The nearest friendly character has enraged you beyond belief, you ignore your opponent(s) and direct your attack(s) against them.
You somehow manage to slice the straps of your own armour. You are now not wearing armour.
Your attack rebounds coming right at you. Make an attack roll against yourself. You are flat footed.
Your attack rebounds coming right at you. Make an attack roll against yourself. You are NOT flat footed.
You develop an irritational hatred for a random person involved in the ancounter for d3 rounds your sole focus is hurting them.
You start yelling wildly at your opponent(s) curisng their bloodline. All attacks will be directed against you for the next round.
Your boot laces snap, tangling you. You fall prone. A DC15 balance check is required to gain your feet in the next round
You are overcome with a wave of nausea -4 to attacks for d3 rounds
You have an irrepresible urge to cartwheel. DC 15 acrobatics check to carthweel away from your oppponents. Provokes attacks of opportunity.
That person insulted your mother! This cannot go unpunished. Bullrush a random person.
You must have the nearest shiny thing. For d3 rounds attempt to get the nearest shiny.
You know you're stronger than that guy (or gal) initiate a grapple with a random person within range.
You're fed up of using this weapon. Discard it and draw a second one. If you don't have a second one it's time to go bare knuckle. (provokes atk's of opportunity)
You are convinced you are a ferocious dragon. Forfeit your next round of actions as you bellow a challenge to all your opponents. Intimidate check. -20 circumstantial penalty as they can clearly see you aren't a dragon!
You wish you'd gone to the toilet before you came here. Soil yourself. Whenever you move DC15 dex to not slip on your own waste
So confident are you in your fighting ability that for the next round you will fight with your eyes closed -10 to atk and lose dex bonus to AC
Your attack is directed against a random person within range
You save yourself from disaster at the last second. You lucky lucky fool. Gain 5HP permanently. You deserve a treat
I had hoped to just upload the file I have, but that doesn't seem to be allowed so apologies for the crappy formatting. If anyone wants a copy I'm happy to provide.