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GameMastery Critical Fumble Deck (3.5/PFRPG)

***½( ) (based on 11 ratings)

Add PFRPG: $10.99

Add Non-Mint: $10.99 $8.24

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Add a little mayhem to your game.

The Critical Fumble Deck is a sequel to our extremely popular Critical Hit Deck and is designed to balance out the system, allowing both minor and major mishaps to occur during combat. The Critical Fumble Deck consists of 52 full-color standard-sized cards, ready to use out of the box with the enclosed rules.

Note to owners of the previous edition of this product: The only significant changes in the new Pathfinder RPG edition are that two cards now reference Pathfinder RPG page numbers instead of PH pages.

ISBN-13: 978-1-60125-236-4

Sample cards. Click to enlarge.

Note: This product is part of the Pathfinder Cards Subscription.

Product Availability

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PFRPG: Ships from our warehouse in 1 to 7 business days.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (12)
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Average product rating:

***½( ) (based on 11 ratings)

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Be wary of how you choose when you Critical Fumble

**( )( )( )

When the rules provide the three options of how to determine a fumble ( it states "While the first is recommended, as it is the one that least penalizes the players, the latter two are a bit simpler to adjudicate." This may lead some people to believe that "simpler to adjudicate" is worth a little more strife for the players. BE WARNED.

Our GM went with option #3: Rolling a 1 meant a critical fumble. Anyone with multiple attacks is going to get screwed. Like, you're out of the encounter or DEAD screwed. One PC rolled a 1 and pulled a card that was "Roll to confirm the critical against your AC and you crit yourself." The 8th level PC killed herself with a Scythe. Stupid. The big boss fumbles and breaks his only weapon? Just as stupid.

Maybe I would have liked these cards more if we went with the standard option. The more powerful you are the less likely random dumb things should happen.

You want wacky randomness in your game? Let your PCs stick fight kobolds with Rods of Wonder. I'd pass on these cards.


This and its twin, the Critical Hit deck, have become an interesting and enlivening adjunct to our group's gaming experience. We tend to believe that extraordinary circumstances should be, well, somewhat extraordinary. It doesn't come up often enough to make or break a game for us, but on the occasions when a draw from one of these decks becomes necessary, it does lend a bit of flavor to the experience. A former member of our group introduced us to them, and once he left we realized that we did rather like the decks. So now I've bought them, and look forward to using them once again!

Great for some games.

***( )( )

I just got this deck today. I was interested in how bad the effects of a fumble would be in the cards. They are rough. I don't think everyone will want to use these but if you do make sure your players know it ahead of time and I would allow them to read them first.

The only problem I have with them physically is that the print on the instruction cards is very fine. If you have vision issues you won't like it.

Don't even want to use it...

**( )( )( )

I personally like fumbles because they can add tension and drama to a fight when done right, but can turn an epic fight into slapstick comedy if down wrong. I bought this to have a tool for more creative fumbles, because I'm tired of the usual 'drop prone' or 'your weapon flies out of your hand.'

Unfortunately, that's precisely the type of fumble effects you see in this deck. Most of them are damage or ability score damage.

Some are silly (create a stink cloud around you).
Some are harsh (your weapon is instantly destroyed).
Some are deadly (you critical threat an ally).
Some punish the defender more than the assailant (you take minor damage but the defender's armor is destroyed).
Some are repeated over several cards

Several, particularly the mage fumbles, are easily character-ending. Such as teleporting next to an enemy or immediately taking heavy damage.

Some GMs might still find this useful. However, I highly advise you exercise creativity and judgment when integrating this with your game.

Overall, I looked for a convenient tool for coming up with creative ways to add suspense and drama to a fight. Instead, I got a deck of ways to clown my players to death. I was excited to get this deck, but now I'm not sure if I really want to use it.



So good at providing another dimension of gameplay and helps to string visual descriptions together much easier.

Anyone who thinks this product isn't worth a 4 star review fumbles too much.

1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

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