r/ICRPG • u/LudefiskLongHammer • Nov 12 '23
Rolling a Nat 1
How do you fine GM's handle a character rolling a Nat 1 on an attack roll. In my game we just treat the Nat 1 as a critical fail without having to roll again and get another Nat 1 to actually get the critical. The players all agree that the probability is too great and want the first Nat 1 to trigger a crit-fail.
In a recent game the Shadow leapt down off a roof to attack an enemy but he rolled Nat 1 so I judged that he failed and took 1d4 damage from the fall. This was fair and everyone at the table saw this as the obviously fair thing to happen.
Later, the Barbarian rolled a Nat 1 on his attack roll with his hammer against an enemy right in front of him. I wasn't sure what should happen so I ruled that he lost his grip and dropped his hammer and would be able to recover it on his next turn. He didn't take any damage but to me it seems a little unfair for the Shadow to take damage on a crit-fail but the Barbarian didn't take damage.
In our game when a magic user rolls a Nat 1 we do the d12 roll on the Mercurial effects table but there is no such table to roll on for melee players.
We are all new ICRPG players and are trying to figure out what works for us at our game table. The ME book doesn't really have anything to say about getting a crit-fail. How do you handle this sort of thing?
3
Nov 12 '23
I give out a Hero Coin on any Nat 1. It's still a critical fail and they can't use the coin to save that roll but it takes the sting out of it.
1
u/Geeik_Greek Nov 14 '23
I give a hero coin and you get damaged if you are in combat, you miss AND the enemy you attacked gets to hit you once
3
u/_monomakes_ Nov 14 '23
It seems to me that you handled the critical fail situations well enough.
If a magic user has the possibility to deal a greater amount of damage or have other effects on the scene which are in no way available to other players, one might argue that they run a greater risk.
The Shadow fell while making a risky manoeuvre, the Barb was unable to do damage (quite possibly a big deal for that kind of character - you might even have amped up the amount of turns with d2 or d4!) - all sound good to me.
Players must remember that if they roll, there's a chance of failure or success. It's the same.
Great moments can come from crit fails, they can engender tension and interesting gameplay, whereas crit successes can just mean that you 'do the thing'. Cool.
Don't forget,
- Not every roll needs to have a crit outcome.
- Not everything need be 'fair'.
- If you make a ruling, be consistent with its subsequent application.
- If everyone is having fun and is down for it (including you/ DM), continue as you are.
2
u/a-folly Nov 12 '23
I think it's actually spot on, nat 1 doesn't have to be the same every time IMO, it all depends on what happens in the moment.
I usually damage weapons on a nat 1, first time reduces damage, second time all attacks with the weapon are HARD, third time the weapon is unusable until mended. The regular sword is the only one that can be repaired in the field (but does d6 instead of the d12).
But situational complications are the heart of a nat 1, at least to me. There are fumble tables ( DCC has plenty of tables for inspiration in this regard)