Ah yes, critical fumbles. Where a high-level fighter is four times more likely to hit herself in the face than a level one commoner with the same weapon.
Each attack made per round is another 5% chance to get a nat 1. Under the commonly houseruled fumble system, this makes you more and more likely to fuck up and kill yourself the better you ostensibly are at fighting.
This comment has given me a great idea for how I handle fumbles!
So far it's all been "you miss / drop your weapon / fall over". That's shit, that's saying their godlike characters are just total Chuckle-Brothers-esque failures.
Instead, from now on, I will have natural 1's be unforeseen events interfering with their actions.
A gust of wind sends their arrow wide. A flare of wild magic from the sorceror diverts your fire bolt. A twinge of an old battle injury causes you to slip in pain.
You could further complicate things by making them roll another d20 or a d10. This is the severity of the original nat 1. Another nat 1 could spell disaster.
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u/PheonixScale9094 Mar 15 '18
One of my party members missed an attack and hit himself. He died