The best I can say, this does keep the game rolling along. I only had to roll on it once (when Matt/Centerstage threw a die off the table), but I was pretty generous, there were a few disappearing people who could have gotten rolls (I took pity on Matt since his allergies were really tearing him up something awful).
Infractions that will incur rolls here include:
Rolling/throwing dice off the table;
Spilling a drink (all drinks at the table should be in a container that does not spill or does not make a mess when knocked over);
Answering a phone or using an iphone/ipad at the table;
Getting up and walking away at the table without permission (again, I let Matt take advantage of me here or I would have rolled on him half a dozen times, but he wasn't feeling good);
Arguing a
DM call after the matter has been settled;
Anything else that disrupts play.
I think the most I've ever had to roll in one session was twice. It has a remarkable effect of focusing the players!
BAD CRAP CHART:
ROLL 1D8, THEN 1D8
1-3: The next fumble "1" you roll:
1. Your weapon breaks (useless for rest of adventure; magic weapons get a save)
2. You hit the nearest friendly (roll full damage)
3. You hit yourself (roll half damage)
4. You drop your weapon (one round to retrieve)
5. You slip and fall to the ground, stunning yourself (out one round, +4 AC)
6. You become violently ill (lose 1 round getting sick)
7. Your weapon becomes stuck, either in the wall or floor, until a STR roll is made
8. Your weapon flies out of your hands, to land 10-30 feet away.
4-6: The next "20" rolled against you in combat:
1. The hit knocks you unconscious (1d6 rounds)
2. The hit shatters your shield or armor, or tears clothing
3. The hit disarms you (drop weapon or whatever you are holding)
4. The hit breaks your arm (either one), useless until healed
5. The hit blinds you for 2d8 rounds
6. The hit knocks you down (stunned 1 round, +4 AC)
7. The hit smashes your foot, half speed until healed
8. The hit does max damage
7: Random Bad Crap:
1. You develop the flu (1/2 con until Cure Disease applied)
2. You fall down, shattering all potions/vials on your person, luckily they cushioned your fall (roll again if you don't have any)
3. You have lost a random item in your backpack/belt pouch (
DM rolls secretly)
4. You develop IBS this dungeon trip (must rest every 3 turns to do your business)
5. You are nervously perspiring like a sweathog; ½ Charisma until bathed (you stink like a violent crap from a cow until then)
6. You twist your ankle in the dungeon (1/2 Dex until healed, ½ movement)
7. The ringing in your head is getting worse; you can't hear anything for 2d10 turns
8. You volunteer to kick in the next door, try the next potion, or open the next chest
8: Really BAD random Crap:
1. You are slowed down by an attack of conscience ("Why are we here?" "What is the purpose of these battles?") Lose initiative the next 2d6 combats as you ponder the universe
2. A henchmen/hireling decides to quit your employ (roll again if you don't have any)
3. You check your money pouch; either there is a hole and you have lost all your coins except for one, or the pouch is gone completely,
DM's choice
4. You have always been afraid of the dark, you now realize (must keep a torch, lantern or Light spell handy at all times in the dungeon)
5. You have always been cowardly, you suddenly realize (Sv Vs Fear every combat or run away for 1d4 rounds)
6. You have always been indecisive, you defer to the majority of party members for the rest of the time in the dungeon (until you go back to town and man up, buddy)
7. You are tired of being taken advantage of; if a spellcaster, you demand payment to cast spells (10 gp a level) or you wont cast them (that'll show them!)
8. The bartender/barmaid lied, it WASN'T safe, and it itches. -1 to hit until you Cure Disease, you slut.