My Thoughts on Criticals and Fumbles in RPGs – March 4, 2021

In my last post, I re-blogged a post Thoughts on Critical Hits & Fumbles in Old-School Games — Smoldering Wizard; original post Thoughts on Critical Hits & Fumbles in Old-School Games — Smoldering Wizard. Depending on the Role-Playing Game (RPG) as to how critical and fumble are handled. My favorite was Iron Crown Enterprises (ICE)https://en.wikipedia.org/wiki/Iron_Crown_Enterprises way of handling critical and fumble rolls. The system used percentile dice with a range of 01 – 100. If you rolled 01-05, it was a fumble; if you rolled 96-100, it was a critical. However, the approach was you rolled again and if you rolled 96-100, it was subtracted from a fumble and added to a critical until you stopped rolling 96-100. It was rare you got a third roll as rolling 96-100 only happens 5% of the time.

It tended to get not too messy if you had either a fumble or critical roll without getting a 96-100 roll when you rolled again. I don’t have the rules handy, but most of them with only one critical or fumble roll weren’t usually too bad.

About Wichita Genealogist

Originally from Gulfport, Mississippi. Live in Wichita, Kansas now. I suffer Bipolar I, ultra-ultra rapid cycling, mixed episodes. Blog on a variety of topics - genealogy, DNA, mental health, among others. Let's collaborateDealspotr.com
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