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What are the Critical Hit and Critical Fumble Decks?

Here is the fumble deck: <a href="https://drive.google.com/open?id=1nIPtxDuQNSwapBJ_haMeTns37f2hpPDR" rel="nofollow">https://drive.google.com/open?id=1nIPtxDuQNSwapBJ_haMeTns37f2hpPDR</a> Here is the hit deck:&nbsp; <a href="https://drive.google.com/open?id=1soAJkScV2T0jf3CjpdRl8_pjItMPimuY" rel="nofollow">https://drive.google.com/open?id=1soAJkScV2T0jf3CjpdRl8_pjItMPimuY</a> Basically, these are alternatives to taking the extra damage when you score a critical hit. In addition, they add a little more flair with fumbles. Don't worry about what you've heard about critical hits and fumbles, paizos decks are pretty darn tame. The rules explaining them are in those links but basically let me play out and example. Azor shoots an Acid Splash at an enemy. Lets say he has a +5 to his attack roll on that. He scores a natural 20 which is a possible crit. He will roll to confirm. When you confirm a crit you always use the same exact bonus you had on the attack (then you can add any bonuses related to crits). Let's for the sake of the example say Azor scores his critical hit. He has a few options.&nbsp; 1. He can just take the extra 1d3 damage that would be allotted to him from a normal crit.&nbsp; 2. He can forgo taking extra damage at all, and save that ignored crit to negate a future fumble.&nbsp; 3. He can draw 1 card from the deck.&nbsp; Lets say he chooses option 3.&nbsp; I will shuffle the deck in person and take however many cards you are allowed. (You will tell me if melee if you chose bludgeoning, piercing, or slashing.)&nbsp; I drew the card and under Magic it reads: Returning Spell. Double Damage and the spell is not lost.&nbsp; So, not great for a cantrip but if this had been something pretty strong that could have been a great bonus.&nbsp; If you have a weapon focus feat on something, that gains you one more card.&nbsp; The cards scale as such: 2x = 1 card 3x = 2 cards 4x = 3 cards If you get a card that says double damage and then alter says triple, you'll just take the difference.&nbsp; Now if a bleeds can be removed with a heal check of 15. If any other save is required it is a DC equal to the entire attack roll used to confirm the crit.&nbsp; Fumbles are pretty straight forward. Roll a 1, and then confirm it (if you don't at least hit their AC you fumble) I draw a card from that. Lets say dana fumbled on that acid splash: I draw a card: It reads: Side Effect, one of your magic items permanently gains a random drawback (PFRPG 538) You will need to tell me ahead of time if you intend to use a save crit card to negate a fumble.&nbsp;
Couple questions: 1. Is it restricted to a single possible Critical Fumble per battle for each character, as it says in the addon in the player's guide? 2. Do Critical Hits have the same restriction?
Well generally in my in person games it's just an always on thing. I don't know if we've ever did that 1 or 2 non-prof weapons. I know we've never did the limited to one combat. (They really aren't that powerful to have to limit it)&nbsp; But, it's your guy's game! :) If you want the option rules turned on, let me hear what you have in mind!&nbsp; &nbsp;
They are not that bad, the bad ones are usually the Magic Fumbles, so our Sorcerer might want to bring the hurt with spells with no attack rolls only. xD Haste the opponent, Enlarge the opponent, Charisma bleed. But the Magic Item Drawback can really screw them over: Character must sacrifice (destroy) 100 gp in valuables per day. Character must sacrifice (destroy) 2,000 gp worth of magic items each week. Character must discard all other magic items. The last one in particular. But, it is easily&nbsp;circumvented as stated.
Yeah, I can see that. I've never had a fumble on a spell yet, maybe because we just don't see many spell casters using targeting attacks like that. Maybe they are harsher because it is so much more unlikely to happen vs a guy swinging a weapon.&nbsp; I would allow the magic item a save before it could take effect. The DC to save against any of these effects is usually equal to 10 + the item’s caster level.. I would not tell you the drawback with out a spellcraft check in a quite place to research&nbsp; of course. Or an analyze demower spell. But, I would allow the removal of it pretty easily with a successful dispel magic + remove curse.&nbsp;
My group uses these cards during our Monday game, but we use them a bit differently. Particularly that we draw the amount of cards for crits, go through them, and we either select one, or just go with normal crit damage. We didn't have a save one to remove a fumble later thing, but that would be great, because I recently did a fumble and became unconscious mid battle, which could of just meant death if my luck was much worse. I'm fine with them either way.
I have the plot cards as well. What are your thoughts on those?&nbsp;
Same as Hydra, I've used them in the past. But without the option to negate fumbles. Actually, we had an extra house-rule. Three nat-20s in a row (crit threat, confirm, and extra d20 roll) meant outright death to the foe. Three nat-1s in a row, meant you impaled yourself with your sword, blew yourself up with magic, or whatever was appropriate. And as unlikely as it may sound, three consecutive nat-20s did happen once. I would like to hear more about the plot cards as I am unfamiliar with those.
You do have the option to negate fumbles. Bank those crits cards :D! I'm making the kids waffles right now when done I'll show you the plot cards.&nbsp;
I am also unfamiliar with plot cards, never heard of them.&nbsp;
The short of it though, they are cards you get at special times (usually when you level up) And you can play them as immediate actions, and you basically role play the shit out of the action on the card and generally speaking if you're good at it (I'm fairly generous as long as you put some effort into the RP of it) it will change the out come of something.&nbsp;
Those look very interesting. =] Like Hero/Villain points you can roleplay. Also, the fact that it says each character begins play with a Plot Twist card could be useful in this campaign.
Ok I'll shuffle the deck and deal some out. Probably just take a picture and put it in your own person folders meta data
Sounds good to me.
Ok cards are dealt, you won't be able to use them right as we start, but it'll probably only be 30 mins in, and Ill let you know when. :)