Copyright © Mark Kelly 2025 |
On a personal note, it's been a couple of years now since I last touched the dice and hid behind the shield of a DM's screen, and yes, there are times I yearn to be there again. One obstacle, though - finding your player base. But I'll leave that for another day (or evening) and another post.
As the title states, I'll be going over the Critical Roll - "the Crit", and its counter-part, the Failed Roll - "the Fumble".
Different game systems approach this subject differently, with the terminology, game mechanics, and the required dice involved. As a player, I'd guess the amount of actual game time spent as a player possibly amounts to, maybe, roughly a year? But as a DM/GM, my time is almost thirty years. Over that period I've covered multiple game systems, listed below:
- Dragon Warriors.
- Advanced Dungeons & Dragons.
- Warhammer Fantasy Role Playing Game.
- Traveller (original).
- Call of Cthulu.
Game | Critical Hit System | Fumble System | Dice Used |
---|---|---|---|
Dragon Warriors (1985) | Natural 1 on a d20 = Critical Hit (automatic hit, often max damage). | Natural 20 on a d20 = Fumble (dropped weapon, self-harm, or breakage). | d20 for attack rolls. |
AD&D (1e/2e) | No official crits in core. Unearthed Arcana (1e) & house rules: natural 20 on d20 = double damage. 2e Combat & Tactics adds crit tables. | No official fumbles. House rules often: natural 1 on d20 = dropped/broken weapon. | d20 for attack rolls; damage dice vary by weapon (d4–d12). |
Warhammer Fantasy RPG (1e–4e) | When reducing enemy to 0 Wounds, roll d100 on Critical Hit Tables (severed limbs, bleeding out, etc.). “Ulric’s Fury”: exploding 10s on d10 damage. | Fumbles: usually d100 roll of 96–00 = dropped weapon or misfire. Black Powder weapons use special misfire charts. | d100 for skill/attack rolls; d10 for damage. |
Traveller (Classic & Mongoose) | Classic: no crits. Mongoose: Effect 6+ (beat target number by 6 or more) on 2d6 = critical hit with bonus damage/effects. | No universal fumbles. In Mongoose, natural 2 on 2d6 often = mishap, adjudicated by Referee. | 2d6 for skill/attack checks. |
Call of Cthulhu (7e) | Critical Success = rolling exactly 01 on d100 (or ≤1/5 skill, depending on edition). | Fumble = rolling 100 (or 96–100 if skill <50%) on d100. Mishaps vary by GM. | d100 (percentile dice) for all skill checks. |
A thief in a fantasy setting is attempting to gain access into a secret chamber, knowing full well the door is bristling with counter measures should their lock picking attempt fail - should said thief fail, then the DM makes their roll behind the screen: if they roll the equivalent of a 'crit', say 00 on the D100, denoting 100% activation of the door traps, it's a 'crit' and the poor thief becomes a pin cushion of poisoned darts.
Should the DM's D100 come up with a 01, then the traps have failed, 'fumble' - and the thief grimaces as the door traps click and whirr and do nothing more.
"Your breathing is ragged, and you gulp for air. The warmth of your life blood spreads under your battered armour, but you grip tightly onto your sword. You are the last hope to save your fallen comrades, as you glance at their bodies strewn about the chamber, not knowing who is dead or alive.
Statements of intent are announced, and the initiative rolls are made. It's a split initiative, both DM and player have rolled the same. This means, even though the player will roll first, the Guardian also gets to strike, even if it means death to both, the strikes are deemed as simultaneous.
The player rolls... natural 20, the table erupts. The DM allows them to have their moment. The players settle down, realising it could still end badly if the Guardian get to hit.
The DM rolls, it's a 10 - a miss, but close. So the DM goes into describing the final clash:
"The Guardian's bulk moves with surprising speed, the huge axe arcing over its monstrous head in the hope of dividing you in half. Adrenalin surges throughout your body, pain forgotten, energy fuels every fibre of your being as you dart to the left and lunge, your sword slicing through the coppery tang of the chamber's blood-soaked atmosphere. A loud, painful 'clang' assails your ears and the beast's axe smashes into the flagstone floor where you stood a heartbeat ago. Your legs drive you forward, your arms, shoulders and body all combine to drive your sword's cutting edge through the Guardian's torso, seemingly offering no resistance. The sword exits as you come to a halt, sword held in position of strike, your legs braced. Behind you a heavy crashing fills the chamber. You glance over your shoulder, and are amazed to see the Guardian's body cut in half, laying lifeless on the chamber's floor."
Player: "My character is going to attack."
DM: "Roll for initiative." (DM rolls their dice).
Player: (Rolls dice.)
DM: "Split initiative. You go first."
Player: (Rolls D20. Natural 20, the table erupts.)
DM: *sighs - rolls D20. Miss. "Ok, the monster swings at you and misses, you swing back and kill it. You've saved the party."
If your game feels dull and flat and lacking energy, it's down to you, the DM/GM. Don't blame the players. They feed off your energy, your imagination and input.
When doing the job well, players forget the DM/GM is there. Players are too far absorbed in the scene you are painting, and the life you are injecting into your game world. Time has no meaning. You know you've done your job well when player's actually groan and moan when you call time to end that evening's session.
The way a DM/GM handles the whole critical/fumble roll makes a massive difference. No player likes having their character fumble, but there are ways of handling it to soften the blow. Often humour is a great tool, especially if it's within a moment of tension. The idea is not to mock a player's character when they fumble, but rather to serve as a 'breather'. It's also a sneaky way for the DM/GM to 'disarm' a party's suspicion of what's to follow/lies ahead. In essence it causes a party/player to 'lower their guard'.
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