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I guess some people want their character to be an ideal sort of hero - a Conan type who kicks everyone's ass and always looks cool doing it. To me, it's unrealistic and boring when a main character does everything perfectly. It's a humorous wrinkle in a deadly situation, and it keeps things from getting stale. And yet he constantly "looks stupid", I guess, to some people. He's one of the iconic heroes of our time. He "slipped on a banana peel" and then some. Indy ran away with the artifact and got all the way home, just to have the bad guys show up with local authorities and take it back. The bad guys actually had to save him from the lion. Now that is a critical fumble right there. He grabbed a whip, tried to use it, and rolled a one - he whipped himself in the face and gave himself a permanent scar on his chin. Indy fell through the roof of a train car, and found himself face to face with a lion. If you remember, in Indiana Jones and the Last Crusade, young Indy stole an artifact from treasure hunters. Even in the newest Indiana Jones movie, he almost dies in quick sand because he can't bring himself to grab a snake and use it as a rope to pull himself out.
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I have always had Indiana Jones in my mind as the template for a D&D character. The player hated the fact that he lost that fight. He was at this point a beloved and legendary figure in the Land of Fate. The hero survived, as citizens quickly patched up his wounds. This bad guy just plain beat him in combat due to random dice rolls and ran off. There was one incident in particular where he and the major bad guy of the campaign had a wild brawl in a major city street. I had a hard time wrapping my head around this. He said he felt like his character was always slipping on a banana peel. The "main character" of this campaign often rolled really badly. It was a solo campaign, but sometimes other people would play for extended periods of time. I once ran an Al Qadim campaign long ago. I have always liked critical miss rules both as a player and as a DM, but my players have always hated them. There were some really, really lethal campaigns way back when. Twist ankle: You move at half speed for one turn (that's ten minutes in the game).on your friend! "Sorry, Mike." This is how player vs. Slip: Make a DEX check or fall and be stunned for d4 rounds.My favorite - Struck in head: You lose d6 points of intelligence (no effect if helmed).Here's some results for missile and thrusting weapons: So yeah, wear a helmet, people! And consider using a table edge in melee, it will mess people up big time. Throat Cut - immediate death! (no effect if helmed).
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And, if a 1 is always a fumble, a character will fumble 5% of the time, whether he or she is 1st, 5th, or 15th level." "Or, if these will help, then what’s the point of having the rule, since all one needs is a + 1 dagger to boost any rolls of 1 up to 2, and your worries are over. He also doesn't like it the other way, either. He's pointing out that if a critical miss is not a natural roll of one, but a 1 after all modifiers are applied, it doesn't make much sense. He is unsure if a critical miss is on a roll of a natural one or not. The author of this article starts off by addressing some confusion. This is from way back in 1980, when the AD&D rules were generally hard to figure out.