RPG Thoughts: Critical Failure Table

What happens when your hero swings his weapon and rolls a NAT 1? Does he fail in an EPIC way? Here is my Critical Weapon Failure Table.

Note - if you WANT to lower the odds of something bad happening. Make this a 1d20 table and 15-20 is nothing happens - they just miss. Or change it how you like.

These are just suggestions.

My table 1. Swinging your weapon, you hit your self for 1d6 damage. 2. Your weapon flies from your hand - (nested flying weapon table) 3. Your weapon flies from your hand and hits an ally for 1d6 damage - (ally table) 4. You drop your weapon (1 turn to pick it up) 5. Your weapon breaks and is unable to wield damage. 6. Wild Swing - you MISS! Your opponents gain ADVANTAGE next turn. 7. You pull a muscle in your upper body (Roll DISADVANTAGE until next short-rest or heal) 8. You pull a muscle in your leg (movement reduced to 10’ until next short-rest or heal) 9. You lose your nerve, you retreat 30’ and do NOT engage for the rest of the encounter. 10. You have a little accident (soil yourself) - your opponent laughs and gains an extra attack next turn. 11. Fatigue takes you, your weapon only does half damage (until short rest) 12. Your weapon hits your opponent for only 1d4 damage. 13. Your weapon hits your opponent for only 1d4 damage and is stuck in your opponent. 14. Sweat …

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