There are lots of houserules which lower peoples' mechanical ability in combat. Here are 3 reasons people jump to the barricades for critical fumbles in particular:
1) It worsens mundane characters while not making any difference to spellcasters, who are already far superior than mundanes.
2) Because it's a flat 5% chance per die roll, characters who make more attacks (i.e., more powerful characters) will be more likely to fail than weaker characters. If you create a god of combat who makes 20 attacks per round, that means that on average that character will be critically fumbling once per round, compared to a 1st-level warrior who will critically fumble once per 20 rounds (or every 5 combats per so), which breaks verisimilitude in half.
3) Less importantly, there are things one can do to mitigate crits; however, fumbles aren't supported in the rules, and the DMs who houserule them rarely create materials for PCs to mitigate fumbles.
Yeah... Well...
1) Casters are more powerful at high level than non casters, that is true. But I never agreed to the conclusion which abound on this forum that mundane can't have anything and that casters surpasses them in every possible way. It is true that melee get slightly hit with the fumble rules, however going as far as to say it cripple them is crazy talk. Considering the enemy have the same limitation, it doesn't change anything which is already in place in the system.
Funny how people who claim that mundane can't have anything always take for granted that the mage in question has all his spells or has time to prepare in advance. What if he doesn't? In game, players or chars rarely enter fight both at optimum capacity and prepared in advance specifically for that particular encounter. But that's never taken into consideration, isn't?
In a situation in which the caster has no relevant spells or is not able to prepare well enough, I think the melee guys have a higher chance to win. And if the caster is stuck with combat mechanics, the same rules fall on them too.
2)True in a pure mathematical sense. However, I've seen player makes 3 or more critical misses in a row (not back to back in the same action, but still). What % chance of doing that would that be? I could calculate it but I don't care... Because I know that statistics is one thing and reality is another one.
That said, you do want an answer why a more experienced melee would have more chance to fumble something than an inexperienced one? Simply because they do more. And that's exactly what your mathematic bring up. I don't know about you, but if someone is up to 4 attacks per round they still attack 4 times more or faster in the same 3 seconds of action then of course they are more likely to have something happen to them. They ought to take more steps, more chances, more of everything to squeeze that all in one round. However, does it change anything in the balance? Not really. A more experienced fighter (represented by levels in this sytem) still know way more feats, hit way easier and way harder than an unexperienced one. Plus, the HP difference make it so that even in an hypothetical fight with the experienced and the inexperienced fighter, the inexperienced fighter could probably score a little more hits but it would not chance the issue of the battle because he would only start to dent the experienced fighter HP.
3)Yes, there is a lot of material already wrote up for criticals... But why would you even need some to prevent fumbles? I guess it is because you consider it to be really bad, so I understand... But even simply droping your weapon mean what? That you need to bother using a move action to take it back? Possibly provocking attacks of opportunities?
What I am trying to say here is that what you are asking for already exist. If you are wary about getting hit while taking your weapon back, take a feat which help mitigate AoO. If it is because you fear getting stuck in the middle of a melee without a weapon, take feats or skills which help getting out without provocking those attacks or nullify them. Or simply take a step back and draw a secondary weapon. Etc.
Easy.
I have no problems with people trying to find ways to lessen the problem as long as it is a legal way in the system. As a matter of fact, I do remember there is a feat in complete soundrel which turns your critical misses into critical hits. I don't know if it was mentioned in this thread, might be interesting for people to check.
No, it only works on saving throws.
Ah. Too bad. Strange though, I remember someone mentioning this to me in the past. The guy wanted to take as many crit range boosting feats as possible as well as the feat I mentioned to try to maximize crit chances. Maybe I misunderstood or I'm not mentioning the right material.
On the other hand, I'm a DM who use fumble rules too. And the players like it instead of the opposite. Why? Well, first I don't use a single result for a fumble. The char dropping his/her weapon is indeed a classic, however I also use a plethora of other results which add up and spice up the game. For example, the char in question might loose footing and drop on the ground instead. Sometimes, rarely, I unstrung a bow for an archer (only requiring a complex action to restring) but most of the time I ask the archer in question to roll a directional D8 and see if he/she hit a friendly instead. Otherwise the shot just go loose. Sometimes I simply use my imagination and write up an original reaction on the stop. Oftentime the current situation will scream out for a particular humoristic fumble and I'm always happy to oblige.
So you just make something up when a player fumbles? That has a couple problems, namely (a) it depends on DM skill, so what works for you may not work for others, and (b) it's impossible for a player to predict what can happen, so they can't take steps to mitigate it, so your random effect could arbitrarily lead to PC death.
A) Possibly true but a good DM need to be able to improvise. Otherwise the DM in question will never be really 'good'. PCs never do what the DM think up, or do it differently. A DM should already be used to do that all the time.
Which is why it depends on DM skill.
I don't get where we are going with this. Ok, DMs don't have all their skills equal. But there is a minimum in every aspect you need to get before being able to make a good game, no? DMs who can't do that or have that should stick to player style until they get enough experience.
Or at worse make a table. I don't know. I can't see what it would change anyways.
B) Being impossible to predict is precisely the whole point. What would be the point of criticals if it wasn't to have a rare but unpredictable event possibly changing the whole battle? Can't an unlucky PC also already die from a lucky crit plus maxed damage dice from a strong monster? Isn't the whole point of going adventuring (as a whole, as in why the char in question has choosen to be an adventurer in the first place) not knowing what you will expect versus, I don't know... Staying home as the town blacksmith?
Anyways, my simple answer to point B is this: if we didn't want the game to be random in the first place, we would not be using dice. The whole point is not to know in advance what would happen. Otherwise it would be a story in which you participate on the side, not a real personal adventure.
This isn't really an argument... lots of things in a campaign are unknown. And yes, an unlucky PC can die from a crit from a monster. It's much more interesting and heroic if the hero dies that way than because he slipped and fell and broke his neck. If that kind of thing works for you and your gaming group, then great! I'm not telling you how to have fun. But don't use that as proof that critical fumbles don't make the game worse for most people, particularly anyone who doesn't play a spellcaster.
Humm... Why would a PC die directly from a fumble? Even if you would slip and fall prone, you're still only prone and holding your weapons. A light circumstancial hit to your AC, that's all.
Maybe you should elaborate a little on your thoughts about this. I think we're not on the same page.
I am sorry, but I do not understand your comment about dying. Yes monsters die all the time, but PCs can die too? Or is it that PCs never die in your games? There is various ways to bring a character back to life. Once again, the game would not be as interesting without the risk involved and having nobody in life threatening danger (or at least having his interests threatened) during a whole campaing is a sure way to make it going dull.
Of course PCs should be able to die. But again, they should die doing something important rather than from dropping their sword on their femoral artery.
The point of playing a PC is to be a hero in an epic story, usually one of taking on hordes of monsters. If the monsters kill you, then you can't play. Having a PC die should be a major event, not an everyday occurrence, because it changes the dynamics of the plot.[/quote]
Again about PCs killing themselves?
While I agree that having a PC die sucks, it is the second side of a coin. You can't have fear without the direct consequence. So you can't fear dying without knowing you can actually die. I have several players who thought, for a very long time, that I would never allow a PC to die. After a while they lost touch with fear of dying and they all been shocked when one of them finally died after doing something which was critically dangerous (and somewhat stupid.
). It led to great RP though. What been gained in the end was far more interesting and important than what would have happened without, that is for sure. But telling you that story would take a few pages which would not be directly relevant to this discussion.
To get back on track, it didn't deter from the epic story or fun. It was only a slight delay in the order of events the players thought had established. And it doesn't happen often at all, I might add.
As for your edit... I don't have my books here, but from memory a critical miss in combat also mean that monsters in range get an attack of oportunity and that you lose the rest of your turn. As far as I know, those are already inside the normal rules. Adding fumble rules only add a small event to all this which force you to react. I see it more like a drop of water in a vase. Yes, that one drop can tip the water off... But again, what can't? In the end it is all a sum which determine the end result and the players can affect the vast majority of those drops already.
No, that's not a rule at all. A critical miss means you automatically miss with your attack. That's it. What you're describing is a critical fumble houserule. If you thought that was in the base rules, than I can understand why you're confused that other people are getting up in arms about critical fumbles, because as you said it's a much smaller step from that viewpoint. But that's not an actual rule, and it really is even worse than just dropping your weapon. I would be hard-pressed to EVER play a melee character in those circumstances.
Well... You got me there. I don't even have my books to check but anyways, there is one thing I can tell you: I have never met nor talked with a player or DM who didn't use the attack of oportunity plus end of turn when a critical miss happen in combat. That's with what? Roughly a decade of experience. So yes, it might be local... But that would be huge, thus my surprise.
I can't understand why someone would want to play with critical misses which does nothing at all. What's the point? Why have critical hits which do something at the other extreme and which can be readily improved with feats without having its counterpart? Luck is always a two sided coin. It is only logical for me to have it there too.
As for the other questions... Those are already covered in the base rules.
Yes, which speaks to my points above. Enemy crits can kill you, but there are things you can do to mitigate them. If your own fumbles can kill you too, there should be things you can do to mitigate
them, but no one ever includes those.[/quote]
I already answered this above and the reason for this is there.