Critical Failures - Throwing a 1 for Attack
Dearest all. I've been spending some time thinking about the Crit Fail process I run when DM'ing, and would like to formalise how it's run so that there's no feeling of bias or unfairness when running an instance of failure.
It's annoying enough to roll a 1, but it also, in my opinion, have an effect. I do not wnt, however, for the Crit Fail process to be seen as something that you hate, rather it should add some kind of comedic effect to the proceedings. So in our wonderful world of democracy, I feel it appropriate to put it to a vote.
I have suggested 3 types of Crit Fail process below, and I'd like you all to vote for which one you would prefer me to use.
1) The 4e rules for Crit Fail - when a character rolls a 1 for attack it is deemed an automatic miss (without bonus addition)
2) The current DM discretion approach, where damage can be sustained by party members dependent on the particular scenario, and how the DM perceives the combat is going.
3) On a Crit Fail roll, the attacking character will need to perform a saving throw. 10 or above will achieve a save against Crit Fail process. 9 or below will provide a non-damage action being made against either the attacker if melee, or party members if the attack is ranged, or a burst/blast attack. For example, tripping on a charge and going prone, knocking over a party member if using a ranged attack, dropping your weapon on a melee attack etec, etc.
I will then collate the votes and adhere to your wishes.
It's all about enjoying the game