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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