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Archived from groups: rec.games.frp.dnd (More info?)
I don't like fumble system. (So sod off if your gonna mouth off.) Yet,
I'm going go ask a question: what are the requirements for a fair fumble
system?
So far, in other threads, we've seen:
- Fighters (and other melee) types should fumble less as they go up levels
- Easy to administer/adjudicate. Does not slow down combat.
- Takes into account weapon specialization, weapon focus, moral bonuses,
other buffs, magic weapon bonuses, etc. (A fighter with a +5 sword
should not fumble more often than a level 1 rogue.)
- Fumble rolls be disconnected from number of attacks. (Attaching
fumbles to attacks in a 1:1 ration means that fighters get penalized for
using their primary combat ability.)
- Fumbles must penalized ranged, melee, and unarmed equally
- Fumbles must not have amazingly stupid results. (If I drop myself, can
I cleave?)
So, tell us what else a fumble system should not do, or should avoid?
CH
PS - For those who still have to rip at this, go sod off some more.
I don't like fumble system. (So sod off if your gonna mouth off.) Yet,
I'm going go ask a question: what are the requirements for a fair fumble
system?
So far, in other threads, we've seen:
- Fighters (and other melee) types should fumble less as they go up levels
- Easy to administer/adjudicate. Does not slow down combat.
- Takes into account weapon specialization, weapon focus, moral bonuses,
other buffs, magic weapon bonuses, etc. (A fighter with a +5 sword
should not fumble more often than a level 1 rogue.)
- Fumble rolls be disconnected from number of attacks. (Attaching
fumbles to attacks in a 1:1 ration means that fighters get penalized for
using their primary combat ability.)
- Fumbles must penalized ranged, melee, and unarmed equally
- Fumbles must not have amazingly stupid results. (If I drop myself, can
I cleave?)
So, tell us what else a fumble system should not do, or should avoid?
CH
PS - For those who still have to rip at this, go sod off some more.
