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Post by logan9a on Aug 28, 2018 18:39:13 GMT
The GM will weave the fumbles into the story as best as they are able.
Generally speaking, the fumble deck cards are usually only for fighting and magic. If the GM wants to use them for say a fumbled driving roll (and apply one card to everyone in the vehicle or give everyone in the vehicle a different fumble card, etc) they can.
In the case of multiple fumble cards being drawn (through a 'draw 2' or the soon to be dreaded 'draw 5') the GM can stack effects. If the effects are the same, the GM may rule they effect the player over several rounds.
Example: Player draws the 'draw 5' then draws all five 'drop everything you are holding' cards. The GM may rule they not only drop everything they are holding but cannot pick up nor hold anything for four more rounds.
Use or not using is as always at the discretion of the GM running the session. (I will use it but we may have guest GM's who might or might not want to use it.)
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Post by logan9a on Aug 28, 2018 18:40:37 GMT
The fumble deck is now on roll 20 if you want to go dig through the cards.
No, I have no idea why it is a little 'scrunched up' nor how to cure that without an assload of work.
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Post by logan9a on Oct 6, 2018 23:42:17 GMT
Once you get into the fumble deck, spending a Hero point merely gets you a new card.
If you don’t want any fumble cards, spend Hero Points prior to drawing.
Reason - it’s pretty much like going to a different table, but in this case the table is represented by cards and the ‘roll’ on the table is which ever card you get.
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