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Critical Failures - Throwing a 1 for Attack

Dearest all.  I've been spending some time thinking about the Crit Fail process I run when DM'ing, and would like to formalise how it's run so that there's no feeling of bias or unfairness when running an instance of failure.

It's annoying enough to roll a 1, but it also, in my opinion, have an effect.  I do not wnt, however, for the Crit Fail process to be seen as something that you hate, rather it should add some kind of comedic effect to the proceedings.  So in our wonderful world of democracy, I feel it appropriate to put it to a vote.

I have suggested 3 types of Crit Fail process below, and I'd like you all to vote for which one you would prefer me to use.

1) The 4e rules for Crit Fail - when a character rolls a 1 for attack it is deemed an automatic miss (without bonus addition)

2) The current DM discretion approach, where damage can be sustained by party members dependent on the particular scenario, and how the DM perceives the combat is going.

3) On a Crit Fail roll, the attacking character will need to perform a saving throw.  10 or above will achieve a save against Crit Fail process. 9 or below will provide a non-damage action being made against either the attacker if melee, or party members if the attack is ranged, or a burst/blast attack.  For example, tripping on a charge and going prone, knocking over a party member if using a ranged attack, dropping your weapon on a melee attack etec, etc.

I will then collate the votes and adhere to your wishes.

It's all about enjoying the game

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A FANDOM User

Being such an <ahem> expert on these things, I vote for 2. Rationale (if required): because like in real life, the degree and impact of your muck-up depends upon the reaction of the poeple around you

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A FANDOM User
92.21.0.126 wrote:
Being such an <ahem> expert on these things, I vote for 2. Rationale (if required): because like in real life, the degree and impact of your muck-up depends upon the reaction of the poeple around you

that was from Andi, BTW (forgot I needed to log in, being such an expert and all that;-))

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A FANDOM User

I find the Crit fail followed by crit fail meanming its going to hurt someone (not necessarily you) amusing. 

As the victim of soem of Tom's worst crit fails (Cleave) I have probably suffered the most damage.

I am still a novice though so happy to go along with the concensus.

Adrian (can't log in as cant remember what i made my username)  :)

Ahh, found it :D

I vote for Option 1, or at max option 2 that only requires you to expend a minor action to recover. Keep in mind that in most cases rolling a one would of already wasted a daily or encounter power.  You or the player (or even the rest of the party) can suggest how or why the attack failed.... and then that is something they can use to roleplay.

I don't really want to get to the point that the party don't attack and rely on auto-hit skills (Adrik turning on his Blade attack and running up to an enemy and then using 'Full defense' standard action)

Regards

Ian L.

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Ian - don't you mean Option 3 at max?

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I've also made a decision about Critical Failure Rolls.  We'll be running them as an automatic miss with no effect.

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