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Is this rule too harsh?

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xapoh2002
Engineer
Members
36 posts 24 Sep 2018 joined
10 Sep 2026 at 13:11 #1

I have a table rule that if you roll a nat 1 in combat, you roll a D4.

If you roll a 1 again - you accidentally damage yourself, or an ally.

If you roll a 2 - your weapon gets jammed and you are incapacitated until the end of your next turn (unless you have another weapon to use)

If you roll a 3 or a 4 - nothing happens.

I proposed this rule to my players as a way to make nat 1s feel more like a critical failure, with negative effects - just as a critical success gives you double damage.

The chances of rolling a nat 1, and then a 1 or a 2 are 1.25%, which I think is reasonable.

It's always been fine, but today my players rolled 7 nat 1s in 2 hours of playing (ouch). After the game, one of my players said that the D4 rule is unfair and they would never do that to their players. They've not brought this up before, and I think they are just frustrated, but I am fairly new to DM'ing (a year and a half ISH) and I'm always worried I'm not doing well.

Do you guys think it is unfair?

xapoh2002 - D&D nights
Nat 1s are character development.

Dice_Goblin
Strat Caller
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164 posts 18 Apr 2020 joined
10 Sep 2026 at 13:11 #2

I just don't really think critical failures add anything to the game. You've already missed. It already feels kinda bad. Why do you need to make it worse?

Dice_Goblin - D&D DM
Nat 1s are character development.

1lyshkaqwe
Engineer
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43 posts 30 Jun 2022 joined
10 Sep 2026 at 13:11 #3

Yes. I learned this lesson early on, Nat 1's already feel bad. Stay away from modifying by adding extra bad effects.

TLDR, it's definitely unfair

1lyshkaqwe - NA nights
I take the dead hours.

lady_m11ady
Engineer
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41 posts 26 Dec 2019 joined
10 Sep 2026 at 13:11 #4

If everybody agrees it’s fine. I typically warn against any mechanic that takes a player’s turn away, stuns, sleeps, etc. it can easily be 20-30 minutes between turns at some tables so you don’t want to have arbitrary incapacitation.

lady_m11ady - Server regular
If et-1 is up, I am up.

xxzzzzzxx
Field Medic
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33 posts 18 Mar 2023 joined
10 Sep 2026 at 13:11 #5

Fumbles are not fun at all

xxzzzzzxx - ET / smokes
Utility first.

Anonymous_40
Rifleman
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15 posts 7 Jan 2023 joined
10 Sep 2026 at 13:11 #6

Critical fumbles haven't been a part of the game for a long time for a reason. Don't do this

Anonymous_40 - BF64s
PTFO or mute.

tongde
Engineer
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48 posts 21 Jul 2020 joined
10 Sep 2026 at 13:11 #7

Doesn't sound fun at all lol

tongde - Old guard
Jaymod days. Still here.

AndriyProg
Strat Caller
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146 posts 19 May 2018 joined
10 Sep 2026 at 13:11 #8

Adding rules that make combat less fun for non casters sounds like a great idea.

AndriyProg - ET pubs
See you on rng-et-1.

artem_kharun_27092003
Engineer
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47 posts 30 Dec 2023 joined
10 Sep 2026 at 13:11 #9

How does my hand get jammed when casting a spell? Unless this is only for martials in which case yeah treating them differently is weird

That aside, fumble charts do exist, you could take some inspiration there - but I would make it fair and also apply it to the enemies at least. And if your players don't like it, maybe just don't do it

artem_kharun_27092003 - Map votes
Frostbite supremacy.

kubNfYN
Covert Ops
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65 posts 1 Apr 2025 joined
10 Sep 2026 at 13:11 #10

In my experience, players rarely enjoy critical fumble. Having it to be your turn and rolling a 1 and having it be an automatic failure is enough of a punishment.

And when you factor in how many attacks certain classes get per round, now you are making it so that players can hurt themselves more often even though they are becoming better and stronger.

Some players like it, but honestly DMs who have critical failure/fumbles are DMs that have a bad understanding of their role in the game.

kubNfYN - Axis defense
Do not walk my MG line twice.

aspenscript
Field Medic
Members
34 posts 2 Mar 2023 joined
10 Sep 2026 at 13:11 #11

Yeah, this sucks. Nobody actually likes crit fumbles and it disproportionately punishes already underpowered martial classes. Don’t do this. Look up advice about crit fumbles and the feedback will be overwhelmingly negative.

aspenscript - Lurker
I read more than I post.

AuthorSei-chan
Field Medic
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34 posts 31 Mar 2020 joined
10 Sep 2026 at 13:11 #12

Crit fumble rules can fuck off back to the white room where they come from.

AuthorSei-chan - Trial / new blood
Still learning the smokes.

fuelleno1r
Engineer
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41 posts 24 Jul 2021 joined
10 Sep 2026 at 13:11 #13

I dont like thise kinds of rules as a crit one sucks anyway. I dont think it adds to the fun of the table. In this case it also adds more dice and thus more time. However, if you and your players like it it doesnt seem too harsh, I just dont see what that it brings anything useful.

It is possible to argue that it also hurts martials more and is thus beating down characters who are often still the weakest, but this isnt the worst thing.

fuelleno1r - Trial / new blood
Still learning the smokes.

roxydzey
Covert Ops
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58 posts 2 Sep 2020 joined
10 Sep 2026 at 13:11 #14

I wouldnt do something like this myself but IT seems everyone agreed to the rule and thats all there is to say.

I have further questions: does this rule effect casters or enemies in the same way?

roxydzey - Allies rifle
Spawn on me.

ultragtapiter
Field Medic
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23 posts 7 Oct 2019 joined
10 Sep 2026 at 13:11 #15

I would caution new DMs to avoid adding homebrew rules until they have a good feel for the regular mechanics. Fumble rules are one of those homebrews that are frequently added by DMs that don't know better.

Is this rule adding to the fun for you and your players? Sounds to me like the answer is No, so I would probably advise you to drop it.

ultragtapiter - Server regular
If et-1 is up, I am up.

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