<span style="font-weight: bold">  Everyone </span><br/><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">I know it has not happened incredibly often, but given it has just come up, I'd like to point out what I expect upon the rolling of a 1.<br/><br/>For most normal skill checks, it doesn't mean a great deal. There is generally a set DC, and even rolling a one, a properly skilled individual can still complete a given task.<br/><br/>However, due to the dynamic and 'unsure' way of combat, rolling a 1 can be quite detrimental, in much the same way that rolling a natural 20 can be a blessing. That leads to the question - what to do during the rolling of a 1. It can mean two things - one of those things being a simple miss, the other being a fumble.<br/><br/>So, from now on...in the event of rolling a natural 1 on any attack roll (Be it a ranged touch attack from magic, a melee attack, a shot from a bow...anything), roll again to comfirm a fumble. A fumble will be confirmed if your 2nd roll <span style="font-weight: bold">MISSES THE AC OF THE TARGET YOU ARE SHOOTING FOR.</span> If this second roll would hit the AC of the target? You simply missed.<br/><br/>In the event of a fumble, roll a 3rd time (A d20), and post the results after your fumble. The higher you roll on this D20, the less awful a fumble will be. For example, rolling a 20 on this final d20 might simply make you take a little bit of damage (1-3 points), from having your attack blocked in an especially jarring way. Rolling a 1 on this could be anything from a free attack by your opponent, to damaging yourself with the intended attack. I will use my own judgement on this call, and generally try to make it at least somewhat interesting to read, and add to the overall feel of combat.<br/><br/>That being said, my NPCs are going to be subject to the exact same thing. If they roll a 1, they might end up fumbling against a PC, which could lead to castastrophic consequences for them (I assure you, a fumble from a 'non-heroic' character will be far worse than a fumble from a PC, even if the same number of the 'severity' dice it rolled).<br/><br/>So, from this point on, keep in mind that I *DO* expect fumbles to be rolled, and I'll have the same of my NPCs.<br/><br/>Secondly, I've somewhat entertained the thought of allowing for critical successes and fumbles on grapple and vore checks as well, despite it being something that is not in the core ruleset. Given a grapple and vore check is simply opposed checks, there is no real ability to fumble or critically succeed. However, to add a little more 'oomph' to the grappling system, I'm very much thinking of implementing a 'critical success' and 'fumble' chance to it, as well. A critical success might immediently move them 1 step forther along the path to a stomach, grant the grappler a small bonus to grapple and vore on their next turn, or even give a penalty to escape checks to the one being grappled. A fumble might lead to the hold being reversed, them immediently escaping, or - in the event of an 'initial grapple'...they might simply open their mouths and you more or less stuff your own head inside in haste. I've not worked out the details yet, but if it seems like something I could reasonably implement and not change the overall flow of combat *TOO* drastically...I'll do it.<br/><br/>Ramble aside, Updates will be posted over the next week!</div></div></div>