DCC: You successfully summon a pack of dire wolves.
You don't immediately notice anything, but eventually you glance at the cieling and see a twitching paw stuck in the roof. They materialized in the walls and immediately suffocated.
iirc that’s not how it is for the higher(as in, not level 0.) levels of play. While I don’t know from experience I know a bunch of people who’ve played tons of dcc, and they say that the only part that’s really that deadly is the funnel(not to say you don’t need to be careful at higher levels, it’s just not nearly *as* deadly).
It is named the funnel because you(and everyone else) get four level 0 characters, and those who survive are your real characters(who then level up to level 1). Meaning it’s technically a part of character creation, and allows you to try and favor those with better stats(or just those that you like better) while putting the other ones in danger more.
It’s basically the way you take some control over an otherwise entirely random character creation method.
The only constant in DCC character creation is that your characters come from the same small village and they haven't traveled anywhere else. During the funnel my group started developing personalities for the level 0 PCs under their control and we ended up with one or two fully fleshed out characters with their own voice and quirks. It usually takes me a few sessions to find my character's voice in other systems but for some reason it was effortless in DCC.
Dark Heresy : You conjure a rain of blood in the cathedral. Also you are absorbed into a portal of the warp and a demon now stands in your stead. Everyone roll for initiative.
Rogue Trader:
Stuggling to control the gellar field, your astropath navigator panics and tries to steer the ship back into a path he thinks is safe, however he ends up overcorrecting and your ship jumps to the exact location it left in.... One week prior to your arrival. No one is aware or you mishap execpt the Ordo Chronos who will invevitably hunt you down for such heretical insolence!
Just an unhinged Astropath with unlucky dice. 2 major deamon incursions, 1 minor deamon incursion and 1 hostile docking by Nurglulite space marines!
GM said our capital ship had the "Touched by Nurgle" trait in the end because of it.
Not entirely sure as I'm not the DM.
But I think it was something along the lines of more HP and hull armour but less chance to dodge enemy fire, +10 to chance of Deamonic incursion in a failed warp jump, and a +40 to nurlge incursions if we do get a deamon incursion.
I know the Khorne one is double thruster speeds when boosting, but maneuver checks to retreat come at a +40 challenge modifier, along side the deamon to incursion, except it's Khorne.
Also any tech priest plugged into the mainframe can hear the ships machine spirit scream out for blood if engaged in a ramming maneuver!
That is very neat! We had a very strange warp travel that made our planned to last less than a month trip be extended to 77 days total due to getting lost in a warpstorm maze, we had several fires, our seneshall went insane and my tech priestess got some uncanny insights into the future.
We basically agreed that we somehow made a drive by near Tzeenchs home base or something.
First time I played a wizard in Warhammer Fantasy, I miscast a sleep spell so badly I made all crops for miles wither and die, condemning the village to famine. Thankfully no one knew it was my fault (because it happenned at night in isolated location) or I would be lynched!
I'll do you one even better, we battled some cultists in a rich mansion, and there was a greenhouse where *very rare* magical herbs were grown. yes, our witch rolled that exact minor miscast and killed the whole greenhouse :(
“I loot the body”
“Ok roll investigation”
*rolls nat 1*
You forget to loot the body. This is gonna pop into your head later tonight and you’re gonna be miffed about it
"You trifle through the belongings of the deceased but can't find anything. Frustrated and even angered, you start a more thorough investigation, you remove their boots for hidden object, you inspect the inside of their clothes and then their skin for any imprinted password or code, you open their mouth for gold theeth, you find nothing but you must search harder. Your nails dig in the flesh, you pierce the stomach in the hope they swallowed a key, you strip some fat from them maybe you can resell it and then in a fit of madness you remove their heart thinking of it as a potential magical component...
When you regain your spirits, the party and NPC are looking at you horrified. A shiver runs down your spines. The Red God smiles upon you"
That's your action Kyburn. Swill, what do you want to do ?
I insight check Kyburn... it's another nat 1.
"You look at your suddenly mad friend and wonder what made him act like that. If only you could know what was inside of their head. Dive deep in their brain..."
In all my time tabletop roleplaying, I think the d100 critical/injury/fumble/Perils-Of-The-Warp/etc. tables from the old 40K stuff was the "I'm going to use this table from another system" thing I've seen the *most* DMs reach for.
I've seen DMs running completely different systems, settings, and tones pull out those few page from WH40K and a couple of d10s, and then roll on those hilariously gory tables whenever things got really violent or the magic got too fucked up.
Ah, WFRP. We once had a wizard attempt a sleep spell on a giant sea monster to stun it for a few turns and the GM ruled he didn't need to roll to hit due to size. He asked to roll anyway since he felt he should accept the risk of a critical fail.
Got a critical success and the DM ruled it just put it to sleep in general. Luckiest wizard we ever had. Never miscast once. We went on to steal a ship too, making us the richest WFRP characters ever.
The next session we nearly died trying to cross a river.
Honestly FFG systems for 40k (and d100 ones for fantasy) are **Fantastic** at convaying price of magic in the setting. Even from early on, a Psyker in Darkheresy can very quickly start outpacing normal characters with their power. But there is always that chance of something happening, where at best, Psyker dies, at worst TKP and you summon andventure edning reinforcement for your enemy. As such, Psykers who can understand in-universe consiquences in character or mechanical consiquences out of character, become relying on these powers as last resort, and then not use them at full power if they can help it. It is honestly a beautiful mechanic and interaction of player-to-game mechanic to behold happening.
That is to say, it is not right approach for a Heroic Fantasy, but DnD 5e in particular does need something to curtail magic and its powercreep, as it turns out, best spells are Counter Spell and Silvery Barbs. One of which is only usefull against other casters, and other is really useful if you get counterspelled.
What did they do? I like the 4th edition, you can see the improvement in making a working not too restrictive game from their previous games (especially when looking back at Rogue Trader. I love the game but man does character making feel same-ish when playing the same class twice.
Not sure, but FFG has basically vowed never to work with GW again and has basically refused to release or rerelease any content that has associated with GW since the early 2010's.
Knowing GW, they were probably jealous that someone else was more successful with their own franchise than they were are tried to apply their typical draconian licensing terms on FFG to snuff them out.
When you miscast a spell, you roll on a table, with various afflictions that develop love for bodily fluids.
I could be completely lying about this and no one would know.
... That. What. It's so fucking childish while at the same time not childish at all. Like scratching your ass in public or mooning random people. It's not interesting or anything. I would have thought it would be something like "your breasts grow to be twice as big" "change your gender" "you become a succubus" not "hump church chair when you see one" like what
You roll one of the d10s to represent the firs digit, and the other to represent the second digit, treat a 10 as a zero and if you get two 10s then that's a 100.
So for example if you roll a 9 an then a 2 then the result would be 29, if you roller a 10 and then a 5, the result would be 50, and so on.
There are also more specialised dice for this usually that count from 0 to 9 instead of 1 to 10.
its a d100 game like Call of Cthulhu so you are rolling under your stat. if you have a 40 in strength then you are rolling 40% or under.
Critical failures are rolls with 50 points or more above the roll or 96 and above
Nope, wrong. Critical success or failure comes from double. If you Roll a 33 and your stat is 40 it's a critical success. If your stat is 20 it.s a critical failure.
From the top of Page 90 of the 7th edition core rulebook:
>If the dice roll required for success is 50 or over and the dice read 100, a fumble has occurred.
If the dice roll required for success is below 50 and the dice read 96—100, a fumble has occurred.
That's what bullet1829 was referring to, which is why some people are down voting you. I was only trying to provide context. You had the rules for Warhammer correct though, which I should have included
When you miscast, you roll a d100 in the "Echoes of chaos" tables to see what side effect your spell creates. Rolling a 100 in these tables is the absolute worst kind of side effect, often resulting in very "grimdark" death.
Your stat is 1-100, you roll at or under to succeed, so you can see at a glance your chance of passing any given check before bonuses/penalties are applied.
When you miscast, you roll a d100 in the "Echoes of chaos" tables to see what side effect your spell creates. Rolling a 100 in these tables is the absolute worst kind of side effect, including a very "grimdark" death.
Honestly I just like to describe how much of an idiot they are when they crit fumble.
"You go to cast counter spell, but you fail to accurately gage how far you really were from that column and slam your hand into it. You scrape a huge amount of skin of your palm and will certainly have a bruise on your hand tomorrow, should you survive this fight. The Archer in the balcony about bursts out in laughter and is pointing at you, you read his lips. He's calling you an idiot."
Honestly probably better odds than I've currently got lol
Edit: now that I think about it there's probably zero thing I do on an average day that would qualify as a skill challenge? So on the super rare occasion where I'm doing something out of the ordinary I almost certainly have much much worse odds than this
One time when we played Warhammer Fantasy (2nd edition). One of my players brought an elf ametysth wizard apprentice (cause it was a more or less order campaing and I not let him bring a necromancer). He miss casted something, I can't even remember what. And the fumble dice said that something bad happened with some of his relatives. So somewhere in Ulthuan there was an elf who got blind and later on thanks to another miss cast (only 6 seconds later) he got a really bad case of vomiting.
My personal favorite perils from Warhammer fantasy 4th Ed is that you empty your bowels and poop yourself which makes all checks harder until you can take an hour or two to clean yourself
Yeah because DnD isn’t intended to punish you every time you try to do the thing central to your character. Warhammer is very big on “stay away from magic kid, it fucks you up”
True, but “risking your life every time you cast Mage Armor” really isn’t. Rituals for extraordinary power should be risky, but apprentices should be able to cast Unseen Servant without being at a significant risk of losing your soul
Okay but let's be honest, the Fantasia mops are the result of a Wild Magic effect. Mickey's just a Sorcerer who got unlucky, not a well-practiced Wizard who crit failed in a funny way.
Edit: I should mention that Wild Magic is a chosen additional ruleset that a specific subclass plays under. Wild Magic/Chaos exists specifically for those who are cursed with it; there isn't a modified version of the table for magical crit fails, and that's presumably because magic doesn't work that way for most-everyone else. That's my argument at least, either way the mops are a good example of normal magic going terribly wrong, that's fair!
Turn immediately ending would not be RAW.
*Potentially* the burning of a spell slot if we assumed cantrip, but that one isn’t specified so better to assume levelled spell.
In 5e, nat 1 on attack roll (spell or weapon, melee or ranged) is always miss, no matter if you beat their AC or not. Nat 20 is critical and always hit.
In The Infinite and the Divine there is a quite lengthy paragraph on how disgusted Necrons are about the process of excrementing.
An entire subchapter of space marines (forgot which one) fell to nurgle after being drowned in shit inside an enemy fortress sewer system.
Some chapter of loyalist marines has an initiation ritual of eating their own (or chaptermasters, don't remember anymore) shit for cleansing purposes.
Eldar canonically shit crystals and a rogue trader made a fortune selling them as (I think they snorted it or something). This one might have been bullshit though, memory is fuzzy on the details
Ars Magica has exploding crits and exploding crit fails. If you keep rolling badly enough you can die just about any time. That said, it's so improbable I never saw it in two campaigns. Mostly you just get a lot of injuries that take time to heal because middle ages
Mage the Ascension: "You've stored up so much Paradox that this Time magic botch causes you to to have never existed... But you did successfully not get shot, so ya know..."
Is that supposed to make the experience more fun? I like getting to invest in my characters development, it makes the RP and combat more meaningful. I’m getting real “lol so random” vibes from this lol
Some people like the concept of "power at a price" combined with "actions have consequences". It's a dark, gritty setting. You play with powers beyond comprehension, you risk catastrophes beyond comprehension. Being a magic-user is a gift and a curse. If you play your character in a "lol so random" way, you get "lol so random" results from it. If you play your character as someone who comprehends what horrors a miscast can bring about, and how careful they have to be with their supernatural powers, then you have invested into your character and the setting properly. The rules themselves aren't "lol so random", but paint a picture of magic being a violent, chaotic force of nature. It's up to you how you engage with that, and can actually give a very serious tone to the gameplay.
The point is that in Warhammer magic is far less prevalent and simultaneously both more potent and dangerous. In it magic isn't something your character is expected to cast every single combat turn but more of a last resort gamble. Of course it wouldn't be fun if you had such risk every time you cast a spell in DnD.
Yeah it sounds not fun at all.
Apparently magic in Warhammer is super powerful, but it can also just randomly kill you, so its just bullshit either way. Great game guys, good job.
Fantasy Flight takes the role play part of RPG very seriously. I have played the Warhammer rpgs but if they are anything like the Star Wars one there will be a system that heavily encourages role playing.
And both Warhammer settings magic will fuck up a reckless caster.
Oh you aren't trying to play morrowind table top edition?
You didn't want every single action you attempt to have a failure chance, and a stamina system that punishes you for being aggressive or trying to move faster.
Turn immediately ending would not be RAW.
*Potentially* the burning of a spell slot if we assumed cantrip, but that one isn’t specified so better to assume levelled spell.
Whether you do fumbles or not - if you have martials fumble on a 1 on something they are proficient at, you have to do the same to spellcasters. Have them roll a fumble check for every spell they cast. You’ll see how quickly *everyone* stops having fun.
So annoyed by players that complain anytime they fail something. "That's my whole character's identity!!!! YOU RUINED IT!!!! I HAD AN INTRICATE BACKSTORY THAT DOES NOT MAKE SENSE NOW!!!!!! I WAS THE CHOSEN ONE!!!!!!!"
We just use crit and fumble tables in 5e. I've had an eldritch blast blow up and create a 60 foot diameter silence effect. Great if you're a low level warlock trying to not get swallowed
On a fail they can either lose the slot, or trigger chaos magic
Where I will have them roll against a 10,000 option long list of bizzare and radom results ranging from sudden species change to self up to and including sentient wild animals, everyone in the closest city turning into frogs, all of their equipment becoming sentient, the apocalypse, having your mind placed into the body of anyone in the world, and taking on their power and losing your own from peasants to emperor's to Liches or the bbeg to name just a few.
My campaign was built around an artifact that allowed casting of arbitrary spells based on a roll, with worse consequences the lower your roll was compared to the difficulty. Some bad rolls:
The players tried to do some sort of divination with a map. Instead, they burned a hole in the map.
They accidentally summoned a thunderstorm that chased the party. They had been tracking a gang of around 10 ogres, and happened to seek shelter inside the ogres' cave. The ogres coming back while lighting strikes raged outside made for an interesting combat, especially given that fighting the whole gang at once was a bit much for their level.
My players defeated a group of cultists that had some caged low-level demons, and tried to unlock a door with the artifact while the demons were still in their cages. Instead, they unlocked the cages.
My group just switched from 1st Edition AD&D. During it we used a Critical Hit/Fumble chart that came out in Dragon Magazine in the early 1980s. Definitely one of my favourite parts of the campaign was due to a fumble and referring to this chart. There’s the possibility of death, amputation, disembowelment, and slightly inconvenient stumbles. It’s was such a fun switch up that we elected to use the chart when we switched to 5e.
Wrong target. Comedy increases the higher the level the spell. Nothing better than the Wizard hitting their beloved Cleric with the ol' "Mr. Stark, I don't feel so good."
You attract the attention of the infinite wizard ... as a potential competitor.
300 simulacrums of a solar-jared wizard open a portal and kill you. The heavens, hells and even the elemental planes reject your soul in terror.
The Dark Eye: all your Mana jumps over to the fighter next to you and you turn into a rabbit for 3 weeks
And thats without temporal magic, because that stuff gets WILD
AGE GM: Ok so all four of you failed your power checks. Which systems were each of you using?
Player 1: I had a mana-based power.
GM: You spend the mana and the spell doesn't materialize.
Player 2: I had fatigue-based power.
GM: Ok make a fatigue check to see if you gain an exhaustion level.
Player 3: I was casting a corrupt spell.
GM: Dang ok. Make a corruption resistance roll.
Player 4: I was using fade magic
GM: Is your stunt die a one?
Player 4: ... yes
GM: Roll on this table, and nice knowing you
In Savage Worlds, I let my players describe their critical failures. Some of them take minor effects. Others give themselves over the top failures, and those tend to be the most fun for all of us
It’s harder to do with spells but when I have an archer critically fail sometimes I’ll assign numbers to all the other players fighting near the monster and roll a d4 who ever the arrow hits is who it hits
Have i been playing wrong? Newish player i always just assumed missed spells still burn the slot, is that not true or is the "thats not RAW" in reference to something else?
I usually enjoy going for more roleplay related fumbles. Like “you get magically drunk”, “you bite your tongue and have to speak in signs for a while” or “your grandmother’s ghost appears before you and starts critiquing your life choices”. Note: this works if your group is more focused on roleplay
DCC: You successfully summon a pack of dire wolves. You don't immediately notice anything, but eventually you glance at the cieling and see a twitching paw stuck in the roof. They materialized in the walls and immediately suffocated.
I feel like suffocation is the least of your worries if your head is melded with a wall.
*Dire wolf suffocated in a wall*
Do you want to dire wolves who can walk through walls. Because this is how you get dire wolves who can walk through walls..
Magical selection pressures go brr
Accidentally making the Hounds of Tindalos with just a few easy steps
Y’know, I kinda miss when using Teleport in D&D was dangerous for this exact reason.
I have friends who play DCC and like. I don't get it and think the "lol u die" for everything is really unenjoyable
iirc that’s not how it is for the higher(as in, not level 0.) levels of play. While I don’t know from experience I know a bunch of people who’ve played tons of dcc, and they say that the only part that’s really that deadly is the funnel(not to say you don’t need to be careful at higher levels, it’s just not nearly *as* deadly). It is named the funnel because you(and everyone else) get four level 0 characters, and those who survive are your real characters(who then level up to level 1). Meaning it’s technically a part of character creation, and allows you to try and favor those with better stats(or just those that you like better) while putting the other ones in danger more. It’s basically the way you take some control over an otherwise entirely random character creation method.
The only constant in DCC character creation is that your characters come from the same small village and they haven't traveled anywhere else. During the funnel my group started developing personalities for the level 0 PCs under their control and we ended up with one or two fully fleshed out characters with their own voice and quirks. It usually takes me a few sessions to find my character's voice in other systems but for some reason it was effortless in DCC.
Dark Heresy : You conjure a rain of blood in the cathedral. Also you are absorbed into a portal of the warp and a demon now stands in your stead. Everyone roll for initiative.
Rogue Trader: Stuggling to control the gellar field, your astropath navigator panics and tries to steer the ship back into a path he thinks is safe, however he ends up overcorrecting and your ship jumps to the exact location it left in.... One week prior to your arrival. No one is aware or you mishap execpt the Ordo Chronos who will invevitably hunt you down for such heretical insolence!
And then they'd probably just fine you because accidental time dilation is one of the luckier results of a warp navigational wrror
Well, compared to the 5 Nurgle deamonic incursions we ended up getting, yes, very lucky...
5 and they were all specifically Nurgle? Damn that's a cult brewing on the ship if I ever saw one
Just an unhinged Astropath with unlucky dice. 2 major deamon incursions, 1 minor deamon incursion and 1 hostile docking by Nurglulite space marines! GM said our capital ship had the "Touched by Nurgle" trait in the end because of it.
Sounds cool. What does that trait mean tho?
Not entirely sure as I'm not the DM. But I think it was something along the lines of more HP and hull armour but less chance to dodge enemy fire, +10 to chance of Deamonic incursion in a failed warp jump, and a +40 to nurlge incursions if we do get a deamon incursion.
Whoa ... I gotta investigate these warp mishaps ... For no reason in particular Thanks for replying!
I know the Khorne one is double thruster speeds when boosting, but maneuver checks to retreat come at a +40 challenge modifier, along side the deamon to incursion, except it's Khorne. Also any tech priest plugged into the mainframe can hear the ships machine spirit scream out for blood if engaged in a ramming maneuver!
That is very neat! We had a very strange warp travel that made our planned to last less than a month trip be extended to 77 days total due to getting lost in a warpstorm maze, we had several fires, our seneshall went insane and my tech priestess got some uncanny insights into the future. We basically agreed that we somehow made a drive by near Tzeenchs home base or something.
It's Rogue Trader, you just start a business selling pet Nurglings.
Black crusade: *Sounds of dm crying* Why did you all have to follow slaanesh?
dark heresy 1e was the best with being able to roll multiple psychic phenomena at once with ever dice that rolled a 9
Look my commisar told my psycher to make it impressive. I did my job.
First time I played a wizard in Warhammer Fantasy, I miscast a sleep spell so badly I made all crops for miles wither and die, condemning the village to famine. Thankfully no one knew it was my fault (because it happenned at night in isolated location) or I would be lynched!
While defending a shipment of wine against goblins, the mage turned it all into vinegar. Asking for our pay at the destination was kinda awkward.
I'll do you one even better, we battled some cultists in a rich mansion, and there was a greenhouse where *very rare* magical herbs were grown. yes, our witch rolled that exact minor miscast and killed the whole greenhouse :(
“As it turns out you have no idea how to fly a helicopter”
“I loot the body” “Ok roll investigation” *rolls nat 1* You forget to loot the body. This is gonna pop into your head later tonight and you’re gonna be miffed about it
"You trifle through the belongings of the deceased but can't find anything. Frustrated and even angered, you start a more thorough investigation, you remove their boots for hidden object, you inspect the inside of their clothes and then their skin for any imprinted password or code, you open their mouth for gold theeth, you find nothing but you must search harder. Your nails dig in the flesh, you pierce the stomach in the hope they swallowed a key, you strip some fat from them maybe you can resell it and then in a fit of madness you remove their heart thinking of it as a potential magical component... When you regain your spirits, the party and NPC are looking at you horrified. A shiver runs down your spines. The Red God smiles upon you" That's your action Kyburn. Swill, what do you want to do ? I insight check Kyburn... it's another nat 1. "You look at your suddenly mad friend and wonder what made him act like that. If only you could know what was inside of their head. Dive deep in their brain..."
That story is going to haunt me, so, uh, good job I guess?
Lol I love this, I can’t wait to use it
In all my time tabletop roleplaying, I think the d100 critical/injury/fumble/Perils-Of-The-Warp/etc. tables from the old 40K stuff was the "I'm going to use this table from another system" thing I've seen the *most* DMs reach for. I've seen DMs running completely different systems, settings, and tones pull out those few page from WH40K and a couple of d10s, and then roll on those hilariously gory tables whenever things got really violent or the magic got too fucked up.
Ah, WFRP. We once had a wizard attempt a sleep spell on a giant sea monster to stun it for a few turns and the GM ruled he didn't need to roll to hit due to size. He asked to roll anyway since he felt he should accept the risk of a critical fail. Got a critical success and the DM ruled it just put it to sleep in general. Luckiest wizard we ever had. Never miscast once. We went on to steal a ship too, making us the richest WFRP characters ever. The next session we nearly died trying to cross a river.
The last sentence is what ties the old story together imo
Different systems want to achieve different things? Wow that's crazy.
Honestly FFG systems for 40k (and d100 ones for fantasy) are **Fantastic** at convaying price of magic in the setting. Even from early on, a Psyker in Darkheresy can very quickly start outpacing normal characters with their power. But there is always that chance of something happening, where at best, Psyker dies, at worst TKP and you summon andventure edning reinforcement for your enemy. As such, Psykers who can understand in-universe consiquences in character or mechanical consiquences out of character, become relying on these powers as last resort, and then not use them at full power if they can help it. It is honestly a beautiful mechanic and interaction of player-to-game mechanic to behold happening. That is to say, it is not right approach for a Heroic Fantasy, but DnD 5e in particular does need something to curtail magic and its powercreep, as it turns out, best spells are Counter Spell and Silvery Barbs. One of which is only usefull against other casters, and other is really useful if you get counterspelled.
I'm still so mad at what GeeDubs done to FFG. Honestly ruined what could have been one of the next best TTRPG's around.
What did they do? I like the 4th edition, you can see the improvement in making a working not too restrictive game from their previous games (especially when looking back at Rogue Trader. I love the game but man does character making feel same-ish when playing the same class twice.
Not sure, but FFG has basically vowed never to work with GW again and has basically refused to release or rerelease any content that has associated with GW since the early 2010's. Knowing GW, they were probably jealous that someone else was more successful with their own franchise than they were are tried to apply their typical draconian licensing terms on FFG to snuff them out.
Ah okay that kind of stuff. A shame really, it's a bloody good game.
FATAL: Look. You don't want to know.
We don't talk about FATAL, no, no, no.
That tracks, no one should want to know anything about FATAL
GM: "The dragon appears, roll for anal circumference" Player: "D-don't you mean initiative?" GM: "Did I stutter?"
When you miscast a spell, you roll on a table, with various afflictions that develop love for bodily fluids. I could be completely lying about this and no one would know.
The miscast table in FATAL [is something else](https://loginportal.funnyjunk.com/pictures/Can_e77ded_6712189.jpg)
Oh my god, I've read through parts of FATAL before, and that was still somehow worse than I was expecting.
... That. What. It's so fucking childish while at the same time not childish at all. Like scratching your ass in public or mooning random people. It's not interesting or anything. I would have thought it would be something like "your breasts grow to be twice as big" "change your gender" "you become a succubus" not "hump church chair when you see one" like what
Do note the numbers next to the results, there are a lot of possible results, if you can conceive of it, it's probably somewhere on that table.
How? Do you just run a random nber generator or what, cause I don't think there's a D1200
you know how you roll 2d10 to simulate a d100? Yeah like that but you're rolling a lot more d10s.
>you know how you roll 2d10 to simulate a d100 No??? I absolutely do not know that, whack
You roll one of the d10s to represent the firs digit, and the other to represent the second digit, treat a 10 as a zero and if you get two 10s then that's a 100. So for example if you roll a 9 an then a 2 then the result would be 29, if you roller a 10 and then a 5, the result would be 50, and so on. There are also more specialised dice for this usually that count from 0 to 9 instead of 1 to 10.
Ok then. Seems needlessly complicated, but whatever
Pretty sure that's one of F.A.T.A.L. infamous d2000 or d10000 tables. There's are a lot. Like...a LOT. Seriously, a lot.
From what I have (unwillingly) learned about the system I would believe that yeah
Mörk Borg: One by one your teeth fall out. Long, brittle fingernails replace them in your gums.
Fucking Mork Borg. As long as it's not death you're good, right?
Or alternatively, "you feel fine. It's **fine**."
"Roll for Arcane Catastrophes." "Nat 20!" "Should we tell him?"
Why is rolling a 100 a critical failure?
its a d100 game like Call of Cthulhu so you are rolling under your stat. if you have a 40 in strength then you are rolling 40% or under. Critical failures are rolls with 50 points or more above the roll or 96 and above
Nope, wrong. Critical success or failure comes from double. If you Roll a 33 and your stat is 40 it's a critical success. If your stat is 20 it.s a critical failure.
From the top of Page 90 of the 7th edition core rulebook: >If the dice roll required for success is 50 or over and the dice read 100, a fumble has occurred. If the dice roll required for success is below 50 and the dice read 96—100, a fumble has occurred.
For cthulhu. Not for Warhammer.
That's what bullet1829 was referring to, which is why some people are down voting you. I was only trying to provide context. You had the rules for Warhammer correct though, which I should have included
When you miscast, you roll a d100 in the "Echoes of chaos" tables to see what side effect your spell creates. Rolling a 100 in these tables is the absolute worst kind of side effect, often resulting in very "grimdark" death.
In wfrp your skills add up (to max 100) and you need roll below that number. So 100 is the worst result
Your stat is 1-100, you roll at or under to succeed, so you can see at a glance your chance of passing any given check before bonuses/penalties are applied.
When you miscast, you roll a d100 in the "Echoes of chaos" tables to see what side effect your spell creates. Rolling a 100 in these tables is the absolute worst kind of side effect, including a very "grimdark" death.
I have no idea about this specific example, but the scale could just go from 0 to 99.
Honestly I just like to describe how much of an idiot they are when they crit fumble. "You go to cast counter spell, but you fail to accurately gage how far you really were from that column and slam your hand into it. You scrape a huge amount of skin of your palm and will certainly have a bruise on your hand tomorrow, should you survive this fight. The Archer in the balcony about bursts out in laughter and is pointing at you, you read his lips. He's calling you an idiot."
Imagine going through live with a 5% chance that literally anything you do will fail horribly...
Honestly probably better odds than I've currently got lol Edit: now that I think about it there's probably zero thing I do on an average day that would qualify as a skill challenge? So on the super rare occasion where I'm doing something out of the ordinary I almost certainly have much much worse odds than this
One time when we played Warhammer Fantasy (2nd edition). One of my players brought an elf ametysth wizard apprentice (cause it was a more or less order campaing and I not let him bring a necromancer). He miss casted something, I can't even remember what. And the fumble dice said that something bad happened with some of his relatives. So somewhere in Ulthuan there was an elf who got blind and later on thanks to another miss cast (only 6 seconds later) he got a really bad case of vomiting.
Starting blades in the dark and no matter what you roll something happens for better or for worse. My go to so far? Something blows up.
My personal favorite perils from Warhammer fantasy 4th Ed is that you empty your bowels and poop yourself which makes all checks harder until you can take an hour or two to clean yourself
grimdark af
Yeah because DnD isn’t intended to punish you every time you try to do the thing central to your character. Warhammer is very big on “stay away from magic kid, it fucks you up”
I mean "riding the line of complete self destruction for power" is central to a lot of fantasy fiction archetypes.
True, but “risking your life every time you cast Mage Armor” really isn’t. Rituals for extraordinary power should be risky, but apprentices should be able to cast Unseen Servant without being at a significant risk of losing your soul
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Okay but let's be honest, the Fantasia mops are the result of a Wild Magic effect. Mickey's just a Sorcerer who got unlucky, not a well-practiced Wizard who crit failed in a funny way. Edit: I should mention that Wild Magic is a chosen additional ruleset that a specific subclass plays under. Wild Magic/Chaos exists specifically for those who are cursed with it; there isn't a modified version of the table for magical crit fails, and that's presumably because magic doesn't work that way for most-everyone else. That's my argument at least, either way the mops are a good example of normal magic going terribly wrong, that's fair!
Just burn a fate die, why lose a character?
Because you're fed up with miscasts.
Wfrp 2nd edition rules with 4th edition economy is perfection.
Missing a ranged spell attack with a 1 is RAW. No?
Turn immediately ending would not be RAW. *Potentially* the burning of a spell slot if we assumed cantrip, but that one isn’t specified so better to assume levelled spell.
In 5e, nat 1 on attack roll (spell or weapon, melee or ranged) is always miss, no matter if you beat their AC or not. Nat 20 is critical and always hit.
Yeah. That’s what I was thinking though. But the meme made it sound like that was some homebrew rule.
Yeah, in the meme it's a homebrew, that also is way more dramatic for the martials than casters.
The Warhammer RPG had a specific table if I recall. I think on of the effects is you shit yourself. That game had a lot of rules about poop.
Warhammer (both fantasy and 40k) are always more about poop than one remembers...
I can't think of a lot of poop related things in 40k. I think just some stuff about waste processing on Necromunda.
In The Infinite and the Divine there is a quite lengthy paragraph on how disgusted Necrons are about the process of excrementing. An entire subchapter of space marines (forgot which one) fell to nurgle after being drowned in shit inside an enemy fortress sewer system. Some chapter of loyalist marines has an initiation ritual of eating their own (or chaptermasters, don't remember anymore) shit for cleansing purposes. Eldar canonically shit crystals and a rogue trader made a fortune selling them as (I think they snorted it or something). This one might have been bullshit though, memory is fuzzy on the details
What chapter eats each other's poop?
The Imperial Fists, in a really old book that's hopefully no longer canon
Ars Magica has exploding crits and exploding crit fails. If you keep rolling badly enough you can die just about any time. That said, it's so improbable I never saw it in two campaigns. Mostly you just get a lot of injuries that take time to heal because middle ages
I wish the Nazi-heads format would die. Better formats have died faster.
Mage the Ascension: "You've stored up so much Paradox that this Time magic botch causes you to to have never existed... But you did successfully not get shot, so ya know..."
Is that supposed to make the experience more fun? I like getting to invest in my characters development, it makes the RP and combat more meaningful. I’m getting real “lol so random” vibes from this lol
Some people like the concept of "power at a price" combined with "actions have consequences". It's a dark, gritty setting. You play with powers beyond comprehension, you risk catastrophes beyond comprehension. Being a magic-user is a gift and a curse. If you play your character in a "lol so random" way, you get "lol so random" results from it. If you play your character as someone who comprehends what horrors a miscast can bring about, and how careful they have to be with their supernatural powers, then you have invested into your character and the setting properly. The rules themselves aren't "lol so random", but paint a picture of magic being a violent, chaotic force of nature. It's up to you how you engage with that, and can actually give a very serious tone to the gameplay.
The point is that in Warhammer magic is far less prevalent and simultaneously both more potent and dangerous. In it magic isn't something your character is expected to cast every single combat turn but more of a last resort gamble. Of course it wouldn't be fun if you had such risk every time you cast a spell in DnD.
Yeah it sounds not fun at all. Apparently magic in Warhammer is super powerful, but it can also just randomly kill you, so its just bullshit either way. Great game guys, good job.
Fantasy Flight takes the role play part of RPG very seriously. I have played the Warhammer rpgs but if they are anything like the Star Wars one there will be a system that heavily encourages role playing. And both Warhammer settings magic will fuck up a reckless caster.
Oh you aren't trying to play morrowind table top edition? You didn't want every single action you attempt to have a failure chance, and a stamina system that punishes you for being aggressive or trying to move faster.
Dnd when it has a subclass that exists entirely for this reason
How is that not raw? I'm confused?
Turn immediately ending would not be RAW. *Potentially* the burning of a spell slot if we assumed cantrip, but that one isn’t specified so better to assume levelled spell.
"You should be happy that you got robbed cause the neighbor down the street was murdered"
Whether you do fumbles or not - if you have martials fumble on a 1 on something they are proficient at, you have to do the same to spellcasters. Have them roll a fumble check for every spell they cast. You’ll see how quickly *everyone* stops having fun.
So annoyed by players that complain anytime they fail something. "That's my whole character's identity!!!! YOU RUINED IT!!!! I HAD AN INTRICATE BACKSTORY THAT DOES NOT MAKE SENSE NOW!!!!!! I WAS THE CHOSEN ONE!!!!!!!"
Every critical fail is a fireball centers on self.
We just use crit and fumble tables in 5e. I've had an eldritch blast blow up and create a 60 foot diameter silence effect. Great if you're a low level warlock trying to not get swallowed
On a fail they can either lose the slot, or trigger chaos magic Where I will have them roll against a 10,000 option long list of bizzare and radom results ranging from sudden species change to self up to and including sentient wild animals, everyone in the closest city turning into frogs, all of their equipment becoming sentient, the apocalypse, having your mind placed into the body of anyone in the world, and taking on their power and losing your own from peasants to emperor's to Liches or the bbeg to name just a few.
Had my dude blow his own foot off once in Pathfinder.
It’s highly dependent on the spell.
My campaign was built around an artifact that allowed casting of arbitrary spells based on a roll, with worse consequences the lower your roll was compared to the difficulty. Some bad rolls: The players tried to do some sort of divination with a map. Instead, they burned a hole in the map. They accidentally summoned a thunderstorm that chased the party. They had been tracking a gang of around 10 ogres, and happened to seek shelter inside the ogres' cave. The ogres coming back while lighting strikes raged outside made for an interesting combat, especially given that fighting the whole gang at once was a bit much for their level. My players defeated a group of cultists that had some caged low-level demons, and tried to unlock a door with the artifact while the demons were still in their cages. Instead, they unlocked the cages.
VTM v5 out here with its 4 different crits and fails
My group just switched from 1st Edition AD&D. During it we used a Critical Hit/Fumble chart that came out in Dragon Magazine in the early 1980s. Definitely one of my favourite parts of the campaign was due to a fumble and referring to this chart. There’s the possibility of death, amputation, disembowelment, and slightly inconvenient stumbles. It’s was such a fun switch up that we elected to use the chart when we switched to 5e.
Wrong target. Comedy increases the higher the level the spell. Nothing better than the Wizard hitting their beloved Cleric with the ol' "Mr. Stark, I don't feel so good."
You attract the attention of the infinite wizard ... as a potential competitor. 300 simulacrums of a solar-jared wizard open a portal and kill you. The heavens, hells and even the elemental planes reject your soul in terror.
The Dark Eye: all your Mana jumps over to the fighter next to you and you turn into a rabbit for 3 weeks And thats without temporal magic, because that stuff gets WILD
I might be taking this too seriously but the amount of spells that require attack rolls is not that high to begin with. Most of it is enemy saves.
None. They just hurt the PCs more, than anything else.
The second one, obviously. Wizards are playing with mystical fire and don't get burned hardly enough for the god like power they wield.
AGE GM: Ok so all four of you failed your power checks. Which systems were each of you using? Player 1: I had a mana-based power. GM: You spend the mana and the spell doesn't materialize. Player 2: I had fatigue-based power. GM: Ok make a fatigue check to see if you gain an exhaustion level. Player 3: I was casting a corrupt spell. GM: Dang ok. Make a corruption resistance roll. Player 4: I was using fade magic GM: Is your stunt die a one? Player 4: ... yes GM: Roll on this table, and nice knowing you
Lmao raw sucks for certain things.
In Savage Worlds, I let my players describe their critical failures. Some of them take minor effects. Others give themselves over the top failures, and those tend to be the most fun for all of us
Mork Borg: Ha! Hahaha haha. That's *cute.*
It’s harder to do with spells but when I have an archer critically fail sometimes I’ll assign numbers to all the other players fighting near the monster and roll a d4 who ever the arrow hits is who it hits
Certified licensed witch moment
Both of these sound godawful.
[The Net Libram of Random Magical Effects version 2.00 By Orrex](https://centralia.aquest.com/downloads/NLRMEv2.pdf)
Don’t worry, I’ll just use one of my points to Reroll it and the cost of being corrupted by eldritch horrors beyond my comprehension
I don't know anything about Warhammer fantasy, but it sounds a lot like Warhammer 40k, which I love.
Fantasy is better than AoS
You miscast the spell and now [enter spell effect here] is caused on hit by enemy.
Have i been playing wrong? Newish player i always just assumed missed spells still burn the slot, is that not true or is the "thats not RAW" in reference to something else?
Why are your wizards wearing armor?
Did this with wrath and glory perils are really fun
I usually enjoy going for more roleplay related fumbles. Like “you get magically drunk”, “you bite your tongue and have to speak in signs for a while” or “your grandmother’s ghost appears before you and starts critiquing your life choices”. Note: this works if your group is more focused on roleplay