Pathfinder - The Inner Sea
Criticals and Fumbles
Tired of the same old double damage? Wouldn’t you rather chop off your opponent’s head in one clean swing or put an arrow in his heart? It is now possible as we will be using critical hit decks. Draw a card and apply the result. Crushing your enemy’s skull has never been this much fun.
However into everyone’s life, a little rain must fall. Or in this case, a little mayhem.
The Critical Fumble Deck is a opposite of the Critical Hit Deck and to balances out the system, allowing both minor and major mishaps to occur during combat. But do not worry, it is possible even if you fumble to fumble so badly, you actually Crit!
If a player rolls a natural 20, the attack is a crit. If the player’s weapon can crit on a roll less than 20, the player must confirm that roll. If the confirmation is successful, the attack is a crit. That player draws one card from the deck and follows the result appropiate to the weapon’s damage type (bludgeoning, peircing, or slashing). For magical attacks, use the magical entry. For weapons with critical multipliers of x3, the player draws two cards and chooses which effect to use (x4 weapons draw three cards). The player takes the cards results unless it can not be applied, in which case the player rolls x2 damage normally.
Whenever a player rolls a natural 1 on the die, the character fumbles and must draw one card from the deck. That player draws one card from the deck and follows the result appropiate to the weapon’s attach type (melee, range, natural, or magic). Natural attacks refer to any attack made with a body part. Unless otherwise stated, all of these effects are in addition to the attack failing.
Before the session begins, the players draws 40 fumble cards and passes them to the DM. The players then draws 40 crit cards and passes them to the DM. The remaining crit cards are passed to the DM who will add these crit cards to the fumble deck. In this way it is possible for a fumble to result in a crit. Both decks will then be shuffled.