Difference between revisions of "Critical Hits"

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== Consequences ==
 
== Consequences ==
 
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[[Critical Hits]] introduces or increases the chances of players being able to feel [[Luck]] while being in [[Combat]] (at least as long as they are the one getting [[Critical Hits]] and not getting hit by them). These hits can provide additional - and maybe unique - [[Penalties]] to a [[Combat]] system but can also work against that system having [[Predictable Consequences]].
=== Can Instantiate ===
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[[Luck]],
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[[Penalties]]
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=== Can Modulate ===
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[[Combat]]
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=== Potentially Conflicting With ===
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[[Predictable Consequences]]
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== Relations ==
 
== Relations ==

Revision as of 19:04, 15 September 2011

Attacks that do significantly more damage than others, or have other special effects.

Many games have combat as part of gameplay, and of those that do most make use of randomness to simulate the chaos and unpredictability of combat situations. However, many combat systems can even so become quite predictable and repetitious. This can be avoided by the use of Critical Hits: introducing a small chance that an ordinary hit instead becomes a critical one with added damage or other negative consequences for the target.

Examples

Tabletop Roleplaying Games such as Dungeons & Dragons, GURPS, and Hârnmaster all have rules for Critical Hits in combat. Likewise, Computer-based Roleplaying Games such as the Elder Scrolls and Fallout series have Critical Hits and this has also been adopted by First-Person Shooters as Borderlands and Dead Island.

Using the pattern

Critical Hits are created by introducing or modifying the use of Randomness in Combat. Even if they are based on Randomness, the actual chance of getting critical hits are often based upon Skills level (GURPS and Hârnmaster are examples of this). Modifications to the chance can also depend on which Weapons are used, and which Upgrades have been installed on them. Although the simplest way of instantiating Critical Hits is to increase Damage dealt with an attack, they can become more noteworthy by providing Penalties that cannot otherwise occur (e.g. GURPS and Dead Island).

Consequences

Critical Hits introduces or increases the chances of players being able to feel Luck while being in Combat (at least as long as they are the one getting Critical Hits and not getting hit by them). These hits can provide additional - and maybe unique - Penalties to a Combat system but can also work against that system having Predictable Consequences.

Relations

Can Instantiate

Luck, Penalties

Can Modulate

Combat

Can Be Instantiated By

Randomness

Can Be Modulated By

Skills, Upgrades, Weapons

Possible Closure Effects

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Potentially Conflicting With

Predictable Consequences

History

New pattern created in this wiki.

References

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Acknowledgements

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