Difference between revisions of "Critical Misses"

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(Consequences)
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Predetermined random effects in combat that are negative to the attacker.''
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This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
 
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[[Critical Misses]] are often mandatory or optional parts of the combat rules of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]]. The various editions of [[Dungeons and Dragons]] typically have optional rules for these misses, while games like [[GURPS]], [[Hârnmaster]], and [[Mutant]] have them as part of the core rules in most editions.
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
 
Creating [[Critical Misses]] depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of [[Randomness]] in a game while [[Skills]] levels typically help determine the risk and each individual [[Skills|Skill]] relates to actions that can fail. [[Upgrades]] and [[Weapons]] can in turn affect the risks.
 
Creating [[Critical Misses]] depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of [[Randomness]] in a game while [[Skills]] levels typically help determine the risk and each individual [[Skills|Skill]] relates to actions that can fail. [[Upgrades]] and [[Weapons]] can in turn affect the risks.
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[[Critical Misses]] are not caused by [[Performance Uncertainty]] since they are instead the causes of algorithmically determined risks.
  
 
== Consequences ==
 
== Consequences ==
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Critical Hits]],  
 
[[Critical Hits]],  
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[[Performance Uncertainty]],
 
[[Predictable Consequences]]
 
[[Predictable Consequences]]
  

Revision as of 11:37, 29 December 2014

Predetermined random effects in combat that are negative to the attacker.


This pattern is a still a stub.

Examples

Critical Misses are often mandatory or optional parts of the combat rules of Tabletop Roleplaying Games. The various editions of Dungeons and Dragons typically have optional rules for these misses, while games like GURPS, Hârnmaster, and Mutant have them as part of the core rules in most editions.

Using the pattern

Creating Critical Misses depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of Randomness in a game while Skills levels typically help determine the risk and each individual Skill relates to actions that can fail. Upgrades and Weapons can in turn affect the risks.

Critical Misses are not caused by Performance Uncertainty since they are instead the causes of algorithmically determined risks.

Consequences

Critical Misses are a type of Critical Failures applied to Combat, and as such are a type of Critical Results. They typically give the affected players Penalties.

Critical Misses work against players being able to have Predictable Consequences for their actions, and may qualify as Exceptional Events unless they are too common. While not sought after by players, experiencing them may lead to Spectacular Failure Enjoyment. They naturally are opposites of Critical Hits.

Relations

Can Instantiate

Critical Failures, Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment

Can Modulate

Combat

Can Be Instantiated By

Randomness

Can Be Modulated By

Skills, Tools, Upgrades, Weapons

Possible Closure Effects

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Potentially Conflicting With

Critical Hits, Performance Uncertainty, Predictable Consequences

History

New pattern created in this wiki.

References

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Acknowledgements

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