I put together some options for Dragonbane (Free League) to spice up combat in our campaign.
The fumble results borrow from DCC RPG and our in-house OSR Stabmaster rules, with inspiration from the Arduin Grimoire and its glorious Critical Hit table.
The goal was to make fumbles a larger part of the game: more mirth and variety, adding more flavor than the stock 6 options in the core rules. I leaned heavily on Conditions, both as part of how Dragonbane works and because Conditions contribute directly to the fumble roll itself. And a few results use the core rules Fear Table for some extra chaos.
We're also using the Escalation Die, straight from 13th Age (Pelgrane Press). A great mechanic, which brings the added intensity to fumbles as part of that roll as well.
Escalation Die
Starting in the second round of combat you add the Escalation Die (d6). It starts at 1 and increases each round until it maxes out at 6.
The number is added as a bonus to all attack rolls, including spells, as well as parries and dodges: all rolls that use your main action.
Since Dragonbane is a roll-under system, the bonus is a negative modifier to your roll. A critical hit (rolling a dragon) still requires a "natural" 1, not a modified 1.
Monsters don't roll to hit: instead, add the die to their damage rolls: +1 on rounds 2-3, +2 on rounds 4-5, +3 after that.
Enhanced Fumbles: Critical Fail Table
The table applies to melee attacks. If this goes over well I'll add a column for ranged attacks.
Roll a d12 on the Fumble Table, add your total Conditions and the current value of the Escalation Die.
D12 + Conditions + Escalation Die
If the result gives you a Condition you already have, roll for a random other condition (yes, charisma included! Something like “Angry” or “Humiliated”). Still alive and have all Conditions already? Congratulations!
Damage to self: unless stated otherwise, don’t add your Strength or Agility modifier to damage.
NPCs and Conditions: unless we actually know their Conditions (like say NPC party members), roll a d6.
Monsters and unarmed combatants:
- Conditions: since monsters don’t have Conditions, they take d4 HP instead
- Change dropping your weapons to falling prone
- Flying weapons (result 4): attack an adjacent ally (if any)
- Slash your armor (result 12): applies to clothing. For monsters: go last in initiative next round (swap cards with the highest card drawn).
Note Condition names are for flavor and have no additional rules impact, but you're encouraged to play them out.
Reminder that Death Saves and Serious Injury rolls have a bane if you have the Constitution Condition.
Roll d12 + Conditions + Escalation Die on a critical fail.
If the result gives a Condition you already have, roll instead for a random other Condition. Still alive and already have all Conditions? Congratulations.
| Roll | Effect |
|---|---|
| 1 | “Your incompetent blow makes you the laughingstock of the party but otherwise causes no damage” (DCC RPG). Take the “Laughingstock” (charisma) Condition. |
| 2 | Butter fingers! You drop your weapons at your feet. |
| 3 | You drop your weapons in a random square/hex next to you. It can be occupied. Note: there’s no roll to hit, or damage to the occupant — just lands at their feet. |
| 4 | Your weapons fly from your hands and hit a random ally within 4 meters / 2 hexes (roll to hit). |
| 5 | You smash your weapon hand. Take the “Smashed” (con) Condition. |
| 6 | Misstep: you lose your balance, 1 adjacent enemy gets a free attack on you. |
| 7 | Stunned: you strike your own head. Take the “Dazed” (int) Condition, go last in initiative next round (swap cards with the highest card drawn). |
| 8 | Hobbled: no damage, but you strike your own legs! Take the “Hobbled” (agility) Condition, and movement is halved until you heal. |
| 9 | Strategic Misstep: next round you get no bonus from the Escalation Die, and fumble on a roll of 18–20. |
| 10 | Slip: drop your weapons, fall prone, take the “Amateur” (charisma) Condition, go last in initiative next round (swap cards with the highest card drawn). |
| 11 | Catastrophic Slip: roll damage on yourself, drop your weapons, fall prone, take the “Amateur” (charisma) Condition. |
| 12 | Slash off your armor! Roll damage on yourself (unarmored), and your armor is in such a state it has no defensive value but does give you a bane on all Agility skills until you spend an action to remove the dangling, tangled mess. Note: your armor isn't badly damaged and can be used again. |
| From this point the fight has progressed past the first round and/or you have some Conditions | |
| 13 | Catastrophic Misstep: you lose your balance, all adjacent enemies get a free attack on you. Take the “Profuse Injury” (con) Condition. |
| 14 | Self-inflicted blow to your head: roll damage against your head, take the “Weakened” (strength) Condition. |
| 15 | Self-inflicted blow to your weapon hand: roll damage against yourself, take the “Clumsy” (agility) Condition until you're fully healed. |
| 16 | Blow to the head: roll damage against yourself, take the “Befuddled” (intel) Condition. Next round make an Intelligence save or move to attack a random ally (1 round only). |
| 17 | Weapon Damaged: your weapon has a penalty of 2 until repaired (crafting skill, no smithy required). If it’s a magic weapon or you have no weapon, re-roll. |
| 18 | Weapon Damaged: your weapon has a bane until repaired (needs a smithy). If it’s a magic weapon or you have no weapon, re-roll. |
| 19 | Blinded: you strike your head, or blood is covering your eyes. Take the “Discombobulated” (wisdom) Condition, go last in initiative next round (swap cards with the highest card drawn) and get a bane on attacks next round. |
| 20 | Stunned: temporary insanity. Roll on the Fear Table. You probably think your name is Beverly. Take the “Stupefied” (intelligence) Condition. |
| Past this point the fight is in its full fury: you have Conditions and the Escalation Die is a few rounds in | |
| 21 | Self-inflicted damage: roll damage on yourself, drop weapons, take the “Agonized” (con) Condition, go last in initiative next round (swap cards with the highest card drawn). |
| 22 | “See your own death”: drop your weapons, take the “Shaken” (willpower) and “Panicked” (charisma) Conditions, roll on the Fear Table. |
| 23 | Catastrophic Failure Magnifier: roll 2 more times on the table. |
| 24 | Cataclysmic Misstep: self-inflicted damage, your weapon is badly damaged (a bane until repaired, requires a smithy — if it’s magical it’s undamaged but flies 2d10 meters in a random direction; roll to hit if an ally is in the path). Free attack from all enemies within range. Take the “Spent” (strength) and “Battered” (con) Conditions. Note: this outcome is only possible if you have ALL Conditions and the Escalation Die is at MAX (round 7 and later): celebrate the terrible glory of this moment. |
Enhanced Fumbles — Critical Fail Table · The World of Telrhin