Fumbles
My players have expressed a concern at the lack of fumble rules in CODA. Having a double six roll give you a bonus of an additional die is fine but it should also work the other way.
In fact CODA is the first system we've ever come across where there are no Fumble rules (and we've got some 36 odd systems on our shelves).
As an inhouse rule we've decided that if a player rolls a double 1 (which is a one in 36 chance - same for a double 6 btw) that they have automatically fumbled whatever they're trying to do.
If they do fumble then they roll a D6 again and compare against the following Fumble table.
1-2 Minor Failure
3-4 Significant Failure
5-6 Catastrophic Failure
The effects are as listed on the skill results table already in the rules.
Double ones do not effect reaction tests or attribute tests, only skill tests. A double one is a double one in this case (including initiative). Mind you we don't use the double six rule on reactions either.
The rule above is pretty much that used in our other main system of Cyberpunk whereby you roll a 1 on any skill test you've fumbled. You then roll a dice again and compare on a fumble table to see how badly you've fumbled (again a 1 is 1 for initiative tests in Cyberpunk).
If nothing it'll stop my group's Helmsman who has 12 in System Ops (Helm), Agi +3 and numerous other bonuses applied from his Professional Abilities rolling a minimum 19 (before bonuses) on all Helm Manoeuvers.
Should also spice things up a bit.
What do you guys think? I think that it fits with the CODA approach. I need to think how a fumble will effect Extended Tests (any suggestions to those who like these rules would be appreciated). The effect on Combined tests are as listed depending on how badly the player fumbled using the above table as guide (-1 for a minor failure etc).
Last edited by JonA; 06-24-2003 at 12:03 PM.
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