>>44687779 Ones auto fail in my group if yo fail a Dec check dc your bonus after you done fucked up real bad and a critical fumble happens but never something super bad like you kill your self or some thing dumb stuff like you drop your blade snap your now string bury your axe in the near by tree ect.
>>44687779 >>you're now covered in sticky sword juices! Lol >>You're sword is slowly going limp! Lol >>It'll be 10-20 minutes before you're sword is able to get hard again! Lol >>You're sword has to go home, it's got a busy day tommorrow! Lol >>You're sword has left without even letting you snuggle in the afterglow! Lol >>You're sword didn't even leave a number for you to call it with! Lol >>You're full of self pity and disgust at your slutty ways! Lol >>You're crying yourself to sleep again tonight, alone! Lol
>>44687980 > Double Nat 1 diplomacy You fucking die of embarrassment lololol! > Double Nat 1 Craft(Alchemy) for poison It's explosive and you blow your own fingers off lololol! > Double Nat 1 Perception check Your eyeballs fall out lololol!
Jesus Christ just fucking play Snakes & Ladders if you like lolrandom so much.
>>44687779 A nat 1 in my group is just 1, if your modifiers pass the check from there, ok. You have to confirm the fumble and roll again, 2 nat 1's are a crit fumble and auto fail. Usually something like "you attempt to draw you sword, but it hangs up in your sheath." Or if they would have passed had they not confirmed, "you strike the goblin in the head, dealing a fatal blow however the bones of the goblins skull hold your sword firmly in place"
>>44688032 The consequence for random failure should be failure. If it wasn't an important action then nobody cares that you slipped up the diplo roll, failed to make the poison, or didn't see the trap. If it was an important action then the failure to perform the action itself should have the serious consequences. The king is unconvinced of the threat and doesn't lend his much-needed aid, the poison fails to be effective at a critical moment, the trap springs and the party is injured, etc.
You don't need to add edgelord mega-failure to the mix. If the fighter rolls a bunch of Nat 1s on his round and thereby fails to do any damage to the monster tearing through the party, the consequence is that the monster is gonna stick around and tear through more shit for even longer, which is usually bad enough. You don't need to add him chopping his own arm off into the mix -- the monster will gladly chop it off for him.
>>44688082 Oddly enough I have had that happen (Never had two nat 1s happen, honestly)
I decided that they failed their action but manage to succeed in a bad way. Specifically they failed the pick the door's lock but instead broke the lock, which both opened the door and made some noise.
The way our group handle natural ones is pretty fair in my opinion. The results might be a little extreme, but not completely ridicilous. If you roll a double 1 with a weapon, the results depend on what weapon you have. Say, if you have a flail, you might critically hit yourself. If you have a spear, you might miss the target and break your weapon. Smaller weapons, like swords and axes, might slip from your grasp, flying several feet away fro you. We've never had a natural 1 occur on tumble check, but I'm guessing we'd stun the victim for a couple of rounds, if we're in combat.
>>44688428 A first level character will be rolling 1 attack per round. A high-level character will be rolling AT LEAST 4 attacks per round, and quite likely more. Therefore, an experienced fighter will be MORE likely to accidentally stab himself.
>>44688458 >What is the worst critical failure a DM has ever given you or a fellow PC? My character screaming while trying to hide, made absolutely zero sense.
>What is the worst critical success a DM has ever given you or a fellow PC? Casting wish on a UMD check while trying to use a scroll of cure light wounds. How the fuck does that make any sense, at least make it miracle. Absolutely broke the campaign too, turns out giving a level 2 access to wish can break games.
>>44688458 Worst Crit Fail >Player 1: I'm rolling acrobatics to jump from the top of this tree down at the pack of wolves! >Player 2: Dude, just climb down the tree or use the rope we used to climb up it. >DM: Are you SURE you want to jump? >Player 1: Bitch, I know what I said.
Worst Crit Success (Same campaign) >Player 3: I roll to seduce the Queen! >Nat 20 >DM: Alright, guess that works... roll a d20 for me, no modifiers. >Player 3: 'Kay, I got a 7. >DM: Congratulations, you knocked her up, AND she wants to abandon the kingdom to go adventuring with you guys! >Player 2: Holy shit dude, it was enough of a hassle babysitting Player 1... >Player 1: Fuck off, the snow broke my fall! >Player 2: And your goddamn legs...
>>44687779 I was that faggot whining about this the other day >Roll 20 >succeed at tripping boss and crit him to the edge of death. >next attack rolls 1, forced to roll 1d4 to see which party member I instakill with no save. >Roll me and promptly impale myself on my spear and explode (for reasons). >First session with that group, first battle with that character. I hadn't even been introduced. >Will forever be remembered as that one random asshat who sprinted into the bossfight, knocked him on his ass and then exploded FNAR.
>>44687779 A one is an auto action fail, but also prompts a reroll. The second roll decides how bad you fucked up. A double one just means you failed and you are fine. A 1, then 20 means you just did something horribad, like swing at a guy, but hit his wife all the way across the room because your sword flew out of your hands.
It's a fairly straight forward doujin, basically Marlene cleans her ear with what amounts to a small stick in the same of a lockpick, halfling boipussy comments on this, and gets him to agree to let her clean his ears out (presumably so he gets better listen checks), he places his head in her lap and she proceeds to clean his ears... which turn out to be super erogenous zones on halflings, and he proceeds to thrash and whine and literally cream his jeans so hard that at the end of the doujin we see them having been hung up to dry after washing and him looking embarassed.
For many years on /tg/ the critonomicon was a semi-mythical tome, one no one had ever seen but which was spoken of in hushed whispers for the fabled crit tables it was said to contain.
Then someone scanned it and shared it in a thread two years ago... mere moments before asshats in another thread broke /tg/ so that an unclosed spoiler tag in a third thread somehow applied to ALL THE TEXT on /tg/ via some weird bug in the dice system that only happened when you have 15-20 people trying to roll "d0s" simultaneously.
Thus, even though many anons have a PDF of the critonomicon saved from that thread, we are reluctant to share it, lest the Critonomicon's Curse strikes the board again.
>>44687857 Only exception I'd make is if the PCs are messing with old/unstable explosives or wielding a dangerous weapon they're untrained in or the like. Of course, I'd make sure to preface it with telling them that this could lead to disastrous results and only if it is suitably dangerous (as in not something they do on a daily basis).
>>44687779 Yeah see, that shits retarded, but you can't go wrong with the occasional bit of fluff and fuckery. The old classics like your sword gets wedged in a bit of wood or you lose your grip and it clatters to the ground next to you, shit that might cost a move action for the unfortunate adventurer
>>44688425 Depends on the thing and level of risk. Some things do come with a very real chance of injury or death beyond failing to perform an action if you keep doing them . . . that's what makes them risky in the first place. Though if it is going to lead to death or injury it should at least come with a reasonable save.
Also, critically failing is often baked into systems but they just don't call it that. Failing some skills/rolls by 5 or more in 3.PF or by increasing degrees of failure in Dark Heresy results in something similar to a critical failure. Your sword might not explode but that overheating plasma gun might.
When I GM a 5e game, I treat natural 1s and 20s to work the same way that some systems have a 'degrees of success' sort of setup. A natural 1 is a failure + a complication. A natural 20 is a success + some additional benefit. Applies to both skills and combat.
Players usually like it. Even critical misses make the scenario more interesting by introducing something unexpected that they have to contend with. Critical hits aren't just more damage or assured skill success, usually something neat happens. It adds a lot of spice by throwing in things not really covered in the rules, like dropping your weapon, tripping, setting your opponent's beard on fire, giving someone a concussion with an ale mug, or whatever.
I sort of wish that d&d 5e had these sorts of rules by default. It would seem very easy to introduce degrees of success into a d20 system. Like passing or failing a check by 5 (or whatever) gives superior/inferior results to the more typically binary pass/fail result. Then again, reserving them to 1s and 20s is easy to do and still guarantees an unusual result 10% of the time, which is often enough.
>Players are overly paranoid in a dungeon that has no traps in it, because it doesn't make sense (story-wise) that there would be traps >I'm getting borrdy >Making a trap check for everything >Somebody rolls a one while checking the door >"You squint a bit, and something catches your eye. In fact, that might be... that might be a door!" >Think joke is lame >Players burst out laughing >Guy who failed the check still quotes that line occasionally
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