DM tricks of the trade.
I decided, since I am working a 10 hour shift, locked in my own sort of dungeon, that I would start a thred that could useful to me, you, and any DM looking to see just what other DMs are doing behind their screens of death. Sure we all roll dice, throw orks at our PCs, inform our players of castles, kingdoms, evil horrors, use pretty much the same attack-vs-AC basics...But behind every campaign or one-shot, there are things you do that no other DM does. You have crafted your style, polished your delivery, tweeked and retooled home-rules and found ways to handle things that the book never even hinted at. You have a working system all your own, and I want to see it.
So if anyone here has DM tricks or treats that you think are worthy of posting, please do. I have said many times here, the main reason I searched this site out was to read what other GMs are doing, how they work their mechanics, keep their notes, balance their worlds etc. So speak up, you got nothing better to do...brag, lament, sing if you wish, but please bring your secrets to the forfront of this site and share your wisdom.
You spend hours prepearing and building your adventures for a small group of players...Now share them with the gaming world...Here...Now.
I hope I have somthing to read soon, cus like I said...I'm knee deep in bordom, and I would love to learn somthing from all my friendly DM/GMs on this site.
I guess I'll start by discribing our fumble system...its simple and has been used for over 15 years in our games. Its easy to use and may lack the depth or detail of what some DMs would desire, but its easy to use and quickly commited to memory...
On a fumble roll 1d6.
1-Hit self or friend: The player has hit a friend, or himself. Roll randomly btween all friendly targets involved and consider that target hit. No second attack roll made, you hit em...or yourself. Damage is normal (with wep bonuses, but not strength).
2-Break weapon: This will break +1 or lower weapons, shattering or snapping it in half. The weapon is allowed no save, it is broken. You fumbled dude.
3-Break weapon: This will break normal weapons with no +. A +1 sword or higher will not break but will be dropped in battle, meaning a action is needed to pick it up.
4: Lose weapon: Thrown far from the player. To get it back one would have to leave battle and take an action to get it back (leaving battle allows free attacks on player).
5: Drop weapon: Dropped to the ground. the player doesnt need to leave battle to get it, it simply fell. But an action is needed to pick it up.
6: fall down: the player is prone and needs to spend an action to get up. The player on the ground recieves a -4 to attacks, and gains a +4 to AC making him incredibly easy to hit until the player stands back up.
Of course we use this sytem when such fumbles would be rightly used. When a player fires a gun or arrow into a crowd, we usually make 1-3 hit friend.
Thats how simple we keep our fumble list. We enjoy it much more then the multitude of fumble charts we have seen published and non-published.