Difference between revisions of "Natural 1"

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In addition, the GM may rule, when appropriate, that additional negative effects are taken. The most common is the possibility of putting your equipment at risk when failing a save to avoid certain forms of damage.
 
In addition, the GM may rule, when appropriate, that additional negative effects are taken. The most common is the possibility of putting your equipment at risk when failing a save to avoid certain forms of damage.
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[[Category: Core Rules]]

Revision as of 16:11, 16 September 2010

When a d20 roll produces a one, that one is said to be "natural" (i.e. It occurred naturally and hasn't been modified by any bonuses). This is as poor a result as you can get, and in some cases it gives special results, depending on the nature of the check.

Attack Rolls

A natural 1 is always a miss. In addition, you risk fumbling. There is usually a 50% chance that something unfortunate will happen, at your GM's discretion. You may drop or damage your weapon, trip and fall Prone, accidentally hit yourself or a nearby ally and so on. It all depends on the circumstances and the GM's imagination.

Certain other conditions may apply as well. For example, if you are wielding a poisoned weapon and you get a natural 1 on an attack roll, you always have a 50% chance of accidentally poisoning yourself.

Skill and Ability Checks

A natural 1 qualifies only as a roll of 1. If you happen to be good enough to succeed even with a roll of 1, you still succeed.

Despite this fact, a roll of one will usually miss the DC by such lengths that the GM may choose to add extra dramatic consequences to emphasize the exceptional failure of this attempt.

Saves

A natural 1 represents automatic failure on a save.

In addition, the GM may rule, when appropriate, that additional negative effects are taken. The most common is the possibility of putting your equipment at risk when failing a save to avoid certain forms of damage.