Have you ever fumbled with a flail? It sucks, especially when you are first learning it. It can happen very often; Sometimes in such a terrible way it far surpasses the risk of swinging a staff, hands down.
I'm interested in trying/viewing/hearing about a system that has variable critical miss chances. While I'm familiar with the d20's five percent critical miss chance and the five or greater percent critical hit chance, I've seen expanded chances of neither critically missing nor terrible things happening. Not even a greater chance for characters with nunchukus to hit themselves than characters wielding less-potentially-lethal-to-the-wielder weapons.
Moreso, I'm interested in any games that model this using percentile dice. 2/20 would seem a large jump from 1/20, but 7/100 wouldn't be as bad raised from 5/100.
If there is a system that models this...
- How is the critical miss range determined?
- Varying levels of weapon/skill proficiency?
- Did it vary with the weapon used?
- Class/path/character's set role?
- What is your (experienced, preferably) assessment of it's impact on game play?