Critical Fumbles

by nedlud

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Critical Fumbles

I love a good random table. My problem with some charts is the distribution. A simple d100 for a chart is a linear distribution, but if you roll multiple dice, like the 3d6 for character generation, you get more of a bell curve with most rolls falling in the middle, around 10 or 11. In this table you want to roll average. High extremes or low extremes are bad (insert evil smiley face here).

Here's a quick random table for fumbles (natural 1). Roll 3d6 and consult the table...

Roll Result
3 Self KO. Make a DC10 Dex save or knock yourself out. 1d6 rounds unconscious unless roused by somebody, or take damage from any source. Start your next turn Prone.
4 Pulled up lame. Make a DC10 Dex save or move at half speed for the rest of this encounter (or until healed)
5 Turned yourself around. Somehow you spun around and turned your back on the opponent who now gains 1 attack of opportunity against you.
6 I meant to do that. You miss in such a comical way that your opponent must make DC10 WIS save or be incapacitated laughing until the start of your next turn.
7 Two left feet. Drop to the bottom of the initiative order.
8 Really poor footwork. Drop 2 initiative level
9 Poor footwork. Drop 1 initiative level
10 Epic Fail. Your friends will tease you about this for weeks to come.
11 Epic Fail. Your friends will tease you about this for weeks to come.
12 Poor footwork. Drop 1 initiative level
13 Your next attack is at disadvantage
14 All attacks against you are at advantage until the start of your next turn.
15 Weapon slips from your hand and lands in a random square 5ft away. Roll 1d8 to determine direction with 1 being directly in front where the PC is facing, the count clockwise.
16 Weapon strikes and gets lodged in wall/floor/furnature within 5' of you and requires a DC15 STR check to pull it free.
17 Self Harm. You hit yourself. Roll damage as normal.
18 Self Harm. You hit yourself and do full damage to yourself.
 

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