Difference between revisions of "User:Teh Storm/Failtacular (3.5e Variant Rule)"

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Revision as of 16:36, 12 May 2010

Failtacular: how to turn "I rolled a one" into "oh gods no!"

I like the potential for the incredible. But as the rules are written, rolling a natural one on a die is an automatic failure. How vanilla.

While various sources have already made effects having lasting repercussions for natural ones on skill checks, combat is left alone. But combat is where the spectacular happens. If you think that rolling a natural one is not exciting enough, here is my formula that I use for failtacular results.

Have your victim roll three ten-sided die (3d10), reading off each number.

Consult the chart below:

d10 Weapon Loss Weapon Damage Ally Casualty
1 or 2 None None None
3 or 4 Weapon dropped 1 point Nick (1 damage)
5 or 6 Weapon Flung 1d4 damage Clip (half damage)
7 Weapon Lost DC 10 1d8 damage Strike (full damage)
8 Weapon Lost DC 20 2d6 damage Strike (full damage)
9 Weapon Lost DC 30 Broken Critical Hit
10 Weapon Lost DC 40 Destroyed Superior Critical Hit
Weapon Dropped- the weapon used falls in the users square.
Weapon Flung- the weapon was flung 1d4 feet in a random direction.
Weapon Lost- the weapon was flung and obscured, needing the listed DC search check to find.
Broken- the weapon snapped and is currently unusable.
Destroyed- the weapon is irreparably damaged.
Superior Critical Hit- if you use a variant that makes rolling another 20 on a critical confirmation roll special, it happens here. Otherwise it is a Critical Hit.

Natural attacks are different. Ignore weapon loss entirely. Weapon damage becomes hit point to the attacker, with a broken result becoming a multiple fracture that disables the limb, and the destroyed result becoming a permanent mutilation that requires a greater restoration spell to cure.


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