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adorabilly wrote:a nat 1 is a critical fumble.
MikeM wrote:A roll of a natural 1 in my games is always a critical fumble. If the players want a critical success with every 20, they get a critical fumble with every 1.
Mikal wrote:Mechanically, thematically, AND because the fact it is a game that's supposed to be fun, critical fumbles are childish, idiotic, and just plain wrong.
Mikal wrote:Because frankly, the critical 20 effect doesn't do anything that special, and an automatic miss of a 1-4 MORE then balances out the double damage effect of a single nat 20.
Mikal wrote:Especially since, at higher levels, a player will be rolling up to 8 or more attacks depending on their abilities. Does it REALLY make sense that Lord Gothos, the great Juicer Warrior of doom, fumbles his laser pistol every 30 seconds, or his juicer chainsaw continually runs out of gas?
Mikal wrote:A natural 1 is treated as whatever the rulebook says.
. . .
Mechanically, thematically, AND because the fact it is a game that's supposed to be fun, critical fumbles are childish, idiotic, and just plain wrong.
The Beast wrote:1 - 4 is only an automatic miss in long range combat. In HtH you only miss if the result is 4 or less after bonuses.
A natural roll of 1 to 4 is always a miss (I provided the citation earlier in this thread from RUE page 340) it also states
the attacker must roll 5 or higher to strike his opponent.
Looking at strike on page 347.
Anyone attempting to hit an opponent must roll to strike. As with all combat rolls, a roll to strike is made with a twenty sided die.
It says nothing about adding in a +to strike in the definition of a strike. So therefore the above definition means if you roll from 1 to 4 you automatically MISS
Even if you have a +8 to strike.
Sentinel wrote:A natural roll of 1 to 4 is always a miss (I provided the citation earlier in this thread from RUE page 340) it also states
the attacker must roll 5 or higher to strike his opponent.
Looking at strike on page 347.
Anyone attempting to hit an opponent must roll to strike. As with all combat rolls, a roll to strike is made with a twenty sided die.
It says nothing about adding in a +to strike in the definition of a strike. So therefore the above definition means if you roll from 1 to 4 you automatically MISS
Even if you have a +8 to strike.
That is my interpretation, but I would recommend checking against the rules one more time (perhaps cross referrence other Palladium Books), because I'm fairly (but not 100%) certain that you add your bonuses, and if the total is 5 or more, you hit.
adorabilly wrote:GA... according to RUE page 346 a roll of a 1 is always a miss regardless of bonus's. No matter how high your strike bonus's are.
Sureshot wrote:Listen you young whippersnappers in my day we had to walk for 15 no 30 miles to the nearest game barefoot both ways. We had real books not PDFS and we carried them on carts we pulled ourselves that we built by hand. We had Thaco and we were happy. If we needed dice we carved ours out of wood. Petrified wood just because we could.
adorabilly wrote:oops... you are correct. (mind you it shows up in 1 line) where you have the a roll of 1 to 4 is always a miss (and bonus's are not mentioned again, in like 6 places on pages 339 and 340 in RUE). And it doesn't show up in teh definition of a strike.
But I will still take my consolation prize. Because a roll of a 1 is ALWAYS a miss (RUE pg 346) regardless of the bonus's.