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Fumble Rules

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Version   1.3
Author   Philip Niewold
Last updated   3 december 1998

Instead of the effects of the fumble described in the PHB, a player who rolls a natural 1 for his characters' attack roll, rolls 2d8 and consults the table below to determine the effects. The same applies to the DM making attack rolls for monsters. If the effect is illogical or not applicable, such as a monster that is attacking with his claws dropping a weapon, the old fumble rule of the PHB applies.

Fumble Table (2d8)

2-4 Fall

The fumbler falls down. He may continue fighting prone. If he does so, he receives no dexterity bonus to his AC and is +4 to hit. He also receives +3 penalty on subsequent initiative rolls. It takes one attack sequence for the fumbler to get up on his feet.

5-6 Dazed

The fumbler loses his orientation. While trying to regain his focus, his opponents receive +2 bonus on their attack rolls against him. Each round he can make two attempts to regain his orientation by making a successful dexterity check. The fumbler determines his action and rolls initiative as normal. He can than make dexterity check before his initiative and one check after his initiative. If the first check succeeds, he may attack or perform other actions as normal; otherwise he loses his action for that round, but may make another dexterity check at the end of the round to regain his bearings in time for the next round of combat. This process continues each round until the fumbler makes regains his orientation.

7-8 Stumble, Trip

An uncontrolled movement by the fumbler opens a gap in his defenses. Everyone in close combat with that person receives a single additional attack opportunity (with the weapon of his or her choice if that person has multiple attacks).

9-10 Uncontrolled Blow

The well-intended attack of the fumbler resolves entirely opposite to his intentions. If there are any other targets next to him, (the weapon´s length plus 3 feet, or within short range of a missile weapon) he accidentally attacks one of them. He must determine randomly (according to size) which target that is, and then makes a new attack roll (receiving a -2 penalty to the attack roll) against this new target.

11-12 Weapon Dropped

The fumbler somehow lets the weapon he is fighting with fall. It costs one attack sequence to retrieve it. He loses no time if he draws another weapon instead.

13-14 Weapon Sent Flying

An uncoordinated move from the fumbler causes his weapon to fly out of his hands and land 3d4 feet away. The scatter diagram on page 89 of the DMG is used to determine where the weapon lands. If the way to reach the weapon is unhindered, the fumbler can retrieve the weapon in the same way as with a dropped weapon, otherwise he must find some way to overcome to obstacles between him and his weapon.

15-16 Weapon Damaged

An unlucky move causes damage to the fumbler's weapon. It gets -1 to hit and damage until it is repaired properly. Magical weapons receive a saving throw of 15% per plus of the weapon to avoid this kind of damage.

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