The Art of the Fumble – Alternate Critical Miss Rule for D&D
DM's are always looking for new ways to spice up their game, and one of the most popular (and infamous) techniques is to introduce some sort of “critical miss” houserule. Normally, this is a bad idea, as the consequence of rolling a '1' is bad enough (ie, you miss no matter how skilled your character is), and anything else just adds insult to injury.
While going over the Dark Sun campaign guide, however, I was inspired by an optional rule in that book regarding weapon breakage (a common theme in a setting where weapons are not often made from metal).
So, without further ado, I present an optional rule you may wish to try out (or not)!
If, once per round, when making an attack roll, a player rolls a 1, they have the following option. They may simply accept the attack as an automatic miss, without further penalty. Alternately, they may re-roll the attack, but must accept the new roll, regardless of any ability or effect. Should the die come up as a 5 or less, however, once the attack is resolved, their character suffers a minor setback.
Fumble Results Table (roll 1d6):
- The character drops the weapon/implement that was used to make the attack, which falls in their space. They must use a minor action to retrieve the item. If the attack was not made with either a weapon or an implement, nothing happens.
- The character is slowed until the end of their next turn.
- The character grants combat advantage to the enemy they attacked until the end of the enemy's next turn.
- The character falls prone.
- If the character's next attack hits, it inflicts half damage. If the attack misses, it cannot deal damage or an effect that would occur on a miss.
- The character provokes an opportunity attack from the enemy they attacked.
The once per round limitation is there to keep characters who can attack multiple times per round from being unfairly punished by this optional rule. While it does penalize players, each player can decide to simply accept that they missed and be done, so it is completely optional. Allowing players a chance to recover from a bad roll, even if it can potentially disadvantage them, can make the characters feel more heroic.
Thought it may seem like a good idea to use this same rule for monsters, I personally advise against it- the PC's opponents may be quite powerful, but they aren't the stars of the show, and such feats as falling flat on your face while getting in a lucky hit should be reserved for the heroes.
Also, you should consider the fact that this rule can add additional time to an encounter, so you may not want to have the possibility of a fumble each turn! I tried to keep the penalties imposed reasonable, and it's entirely possible that a penalty may not apply to a character- if so, good for them!
Related articles
- Reconsidering combat fumbles from Geek Ken (geekken.blogspot.com)
- When Good Dice Turn Bad: A Lesson In The Improbable (campaignmastery.com)
Mistvale D&D Campaign: Technical Difficulties!
Define irony. Not long ago, I wrote an article about my first 4e adventure, sharing insights into my design process. So what happens when I get a chance to run it for my friends? Four dead PC's, only avoiding a TPK by pure chance!
So what went wrong?
The party had progressed into the final stages of the adventure, which consisted of three encounters. The first encounter had the party face a pair of animated ice statues, with a small gang of artillery minions spawning behind them.
Creating Worlds: My First Campaign
Yes, I know, I promised to talk about rules stuff next. Sue me. I'll get around to it, since I've noticed actions that change initiative, not to mention exactly how immediate actions work, tend to confuse even 4e veterans.
Well, to be fair, I've never seen a system where readied actions didn't confuse everyone! I'll expand on that more later. You may have noticed I haven't been as prolific in my writing of late, and the reason is- I didn't have much new to say!
I keep touching on the same points in my editorials, and often, I come off as way too critical- something else I've talked about before. It may seem paradoxical that someone who claims to enjoy gaming nitpicks about it so damn much!
Heroes of Fate: Game Session Recap

- Image via Wikipedia
Scales of War being postponed this week, I was introduced to Tim's D&D Campaign (I have no idea what the official name of the campaign is!) early. Many thanks to Tim and Jeff for making this possible!
I do want to apologize in advance if I come off as a “rules lawyer”; I'm really trying to become a better player, and hopefully, a better DM, preparing for the day get behind the screen...not that I use a screen much.
There are times when it's ok to say “screw the rules, we're having fun!”, and that's never been a problem with me. I just like to know what the rules are, which puts me on firmer ground when deciding when to discard them.
And of course, I'm still prone to making mistakes. DnD as it stands now is a remarkably solid rules system, but there are still weak points and grey areas. We ran into a few of those tonight, but nothing worse than a mere stumbling block.
Close Encounters of the Essential Kind!

So this week I made my way to Peotone to play an Encounter. Quickly looking over the characters presented to me, I chose a Controller..in this case, Tim's Eladrin Wizard!
I mean, it's only fair, since he couldn't make it this week, right?
I got the feeling that there was important information left off the tiny card that served as the Wizard's character sheet (sadly, the poor fellow doesn't seem to have a name), but it was serviceable for the Encounter. Essentials has added a few fun toys to the class, such as Beguiling Strands.
Serge’s Database Dump: A Rejects’ Recap

- Image via Wikipedia
I've mentioned the Rejects before; it's a real gem of a game, with a premise I really wish I'd monopolized on more. From a creative aspect, at least: the whole point is about being somewhat unoptimal.
In this game, I play Serge, a Warforged Sorcerer. His backstory (not that it matters much) is that he used to be a servant golem created by a Gnomish Invoker, who “died” defending the gnome's daughter while she was on a dangerous quest.
They rebuilt him (better, faster..etc.) using the prize the gnome recovered, and some Divine guidance. The essence of a magical storm, trapped in a gem. The newly-rebuilt golem was now a Warforged, possessed of a soul and the power of Sorcery...and indebted to Gond, the God of Invention.
Who sent our hapless hero to help out three others, on a quest of their own...
In this session, we wrapped up our excursion to the home of Jeff's character, Kip (real name withheld, for his own dignity), our Gnome Barbarian. Yes, I know. It's that kind of game.
D&D 4E: News from the Front! Part 3 – Essentials

Which now brings us properly to the Elephant in the room. Essentials. What is it, and why should we care?
Gaming companies are a lot like paleontologists. Publish or die is the maxim. Yes, that's the reason why we get all-new dinosaurs every few months, each cooler than the last. Now, I take WotC (and the Evil Corporate Overlords of Hasbro) to task for 3.5 and 4.0, but the truth is, a lot of work goes into making a book.
And once you stray from 'core' products, you need to work to sell fringe books. Oh sure, the diehard gamers will want every book, but unfortunately, as someone who has picked up several books of my own over the past few weeks, WotC has kind of shot themselves in the foot.
D&D 4E: News from the Front! Part 1 – New Games
Hello, my name is James, and I'm a Gamer. Without any games to play, I finally bit the bullet and jumped into the new edition of D&D. I'm still a bit annoyed at WotC's presumption at presenting us with a whole new game we didn't ask for, but hey, time heals all wounds, and it's been 2 years.
So, first I'm going to talk about games. I'm in two…or three at the moment. I'm not really sure!
Looking Forward to New Core D&D Novels

I just finished pre-ordering the new novels from Wizards of the Coast set in the core 4E D&D world presented in the Player's Handbook and Dungeon Masters Guide over at Amazon. I just happened to stumble upon them while browsing around the D&D website. I have only read a handful of D&D novels, but I am looking forward to jumping into a new series and seeing how they visualize this setting.
The first book, The Mark of Nerath, written by Bill Slavicsek, one of the creators of the fourth edition of D&D, and it takes place in the Nentir Vale. It follows a group of adventurers as they try to stop an evil emperor from the time of the Nerath Empire escape his prison in the Shadowfell. It sounds like it will play out just like a home campaign featuring all the cool 4E D&D races we all love. I can't remember where I read it, but I think it even has a revenant brought back by the Raven Queen, which should be pretty cool because it is just like one of my characters. You can read a sample chapter here.
The second book, The Seal of Karga Kul, written by Alex Irvine, seems to follow a different storyline, so I don't know if they will be connected or not.
I am excited about reading these books and will post a review once they come out. First one is due next month.
Chaos Scar Campaign: Session 1 Audio Podcast
Four adventurers enter the land of the Chaos Scar seeking fame and fortune. Join first time DM, Jeff, and the PCS, Jetly, Chatty Chan, Broo Slee and Lou Gordons as they take of a bunch of frog people in their first adventure.














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