There really is no number more hated in the World's Most Popular RPG, is there? One means automatic failure, wasted powers and, if you're lucky, just maybe some laughable damage. Rolling a one often means a frustrated sigh and a quick jump to the next character's action-but it doesn't have to any more. What if we took that empty time, that handwaved leap to the next action and turned it into something just as interesting as a hit or a critical? What if we used that moment to increase the tension, to change the battlefield or shift the momentum of the encounter? After all, critical hits have the potential, why can't fumbles? So let's take a look at the reasons why we really ought to incorporate fumbles and how we can do so in a way which is both entertaining and functional.