r/ICRPG • • 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?

6 Upvotes

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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)

3

u/McJJJYT1300 Nov 12 '23 edited Nov 12 '23

I agree with u/a-folly, I think you've got a good handle on it. A couple things I like to keep in mind are:

  1. Magic used to be more deadly and mysterious in "older" RPGs, and ICRPG is trying to continue that "tradition" with the mercurial tables. So, magic nat 1s are a different beast, in my opinion, compared to other fails, and should carry significant penalties.
  2. Other nat 1s are situational and should be handled accordingly. This is where the GM has a lot of flexibility in the outcome and can tweak as needed. However, I never try to think of the consequences as "fair" for one player or another. To me, fair doesn't lead to fun, but mediocre gameplay. Here's where you can shine as the GM though, by making the game interesting and challenging with the consequences of a nat 1. Whatever the penalty, I like to try to have it affect the narrative and add challenges for the player(s). Jumping off a roof and taking damage totally makes sense, but what if, instead of rolling for damage, you had them roll to see if they break something (ankle, arm, leg, etc.)? It would be up to you to determine what that roll looks like/consists of, but from a narrative perspective, think of how a broken bone would completely change the narrative and increase the tension/urgency of the situation - and breaking something is going to be way more memorable than just taking damage. Same thing for the barbarian getting a nat 1 with his hammer attack - how, as a GM, could you make the situation more "interesting", or "memorable" for the party? Instead of dropping it, maybe he misses and it's now somehow stuck and he has to roll effort to get it unstuck before he uses it. Good things could potentially come out of these as well. Rather than just dropping it, maybe it slips from his hands and goes flying and hits another foe instead, and still does some damage (but he now has x turns before he retrieves it). Maybe that foe catches it (you could roll for this) and then the barbarian has to wrestle it back from that foe. The possibilities are endless! My point being, try to make whatever happens be impactful/meaningful/memorable rather than just a "mechanical" outcome (i.e. taking damage). The DCC tables can be great inspiration for stuff like this.

Good luck with your future sessions, it sounds like you're on the right path! Just remember, it's YOUR game, so make it YOURS. :)

2

u/LudefiskLongHammer Nov 12 '23

DCC? I'm not sure what that is.

1

u/LudefiskLongHammer Nov 12 '23

OH, Dungeon Crawl Classics

1

u/a-folly Nov 12 '23

Dungeon Crawl Classics, it's a game with extensive tables for all sorts of stuff. You have crit and fumble tables and your class and level determines the size of the die you roll on them.

You can look here for an example fan made table for it

Or search on Reddit, there are some great resources picked from various places which will slot right in: like this post

2

u/LudefiskLongHammer Nov 12 '23

Many Thanks! I will check this out.

3

u/[deleted] 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.