Difference between revisions of "Critical Hits"
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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. | 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. | ||
+ | |||
+ | Wikipedia and TV Tropes both have entries for ''Critical hit''<ref name="wiki"/><ref name="tvtropes"/>. | ||
=== Examples === | === Examples === | ||
− | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]], [[GURPS]], | + | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]], [[GURPS]], [[Hârnmaster]], [[Rolemaster]], and [[RuneQuest]] all have rules for [[Critical Hits]] in combat. Likewise, [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Elder Scrolls series|Elder Scrolls]] and [[Fallout series]] have [[Critical Hits]] and this has also been adopted by [[:Category:FPS Games|First-Person Shooters]] as [[Borderlands]] and [[Dead Island]]. |
+ | |||
+ | ==== Anti-Examples ==== | ||
+ | The [[Critical Hits]] present in early versions of [[Warhammer Fantasy Roleplay]] are actually not [[Critical Hits]] since they affect any combatant that have had all their wounds depleted. | ||
== Using the pattern == | == 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]]). | + | [[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]]). Such [[Penalties]] can relate to effects [[Downtime]], [[Disruption of Focused Attention]], [[Skills]], [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] besides any loss of [[Health]]. |
== Consequences == | == Consequences == | ||
− | [[Critical Hits]] are a type of [[Critical Results]] | + | [[Critical Hits]] are a subcategory of [[Critical Successes]] and thereby a type of [[Critical Results]]; depending on how unlikely they are to occur they can cause [[Exceptional Events]]. They introduce 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 being 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]]. Since the introduce more aspects of [[Randomness]] to [[Combat]], they work against the [[Performance Uncertainty]] that gameplay based on more player skill promotes. |
[[Critical Hits]] are the opposite to [[Critical Misses]], but have a connection since what is a [[Critical Misses]] to one combatant can be perceived as a luck break for the other side. | [[Critical Hits]] are the opposite to [[Critical Misses]], but have a connection since what is a [[Critical Misses]] to one combatant can be perceived as a luck break for the other side. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Critical Results]], | [[Critical Results]], | ||
+ | [[Critical Successes]], | ||
[[Exceptional Events]], | [[Exceptional Events]], | ||
[[Luck]], | [[Luck]], | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Combat]] | + | [[Combat]], |
+ | [[Damage]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Randomness]] | [[Randomness]] | ||
+ | |||
+ | [[Damage]] and [[Health]] and either [[Downtime]], [[Disruption of Focused Attention]], [[Skills]], [[Variable Accuracy]], [[Movement Limitations]], or [[Ability Losses]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Skills]], | [[Skills]], | ||
+ | [[Tools]], | ||
[[Upgrades]], | [[Upgrades]], | ||
[[Weapons]] | [[Weapons]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Critical Misses]], | [[Critical Misses]], | ||
− | [[Predictable Consequences]] | + | [[Predictable Consequences]], |
+ | [[Performance Uncertainty]] | ||
== History == | == History == | ||
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== References == | == References == | ||
− | + | <references> | |
+ | <ref name="wiki">Wikipedia [http://en.wikipedia.org/wiki/Critical_hit entry] for ''Critical hit''.</ref> | ||
+ | <ref name="tvtropes">TV Trope [http://tvtropes.org/pmwiki/pmwiki.php/Main/CriticalHit entry] for ''Critical hit''.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
- | - |
Latest revision as of 10:27, 6 March 2018
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.
Wikipedia and TV Tropes both have entries for Critical hit[1][2].
Contents
Examples
Tabletop Roleplaying Games such as Dungeons & Dragons, GURPS, Hârnmaster, Rolemaster, and RuneQuest 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.
Anti-Examples
The Critical Hits present in early versions of Warhammer Fantasy Roleplay are actually not Critical Hits since they affect any combatant that have had all their wounds depleted.
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). Such Penalties can relate to effects Downtime, Disruption of Focused Attention, Skills, Variable Accuracy, Movement Limitations, and Ability Losses besides any loss of Health.
Consequences
Critical Hits are a subcategory of Critical Successes and thereby a type of Critical Results; depending on how unlikely they are to occur they can cause Exceptional Events. They introduce 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 being 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. Since the introduce more aspects of Randomness to Combat, they work against the Performance Uncertainty that gameplay based on more player skill promotes.
Critical Hits are the opposite to Critical Misses, but have a connection since what is a Critical Misses to one combatant can be perceived as a luck break for the other side.
Relations
Can Instantiate
Critical Results, Critical Successes, Exceptional Events, Luck, Penalties
Can Modulate
Can Be Instantiated By
Damage and Health and either Downtime, Disruption of Focused Attention, Skills, Variable Accuracy, Movement Limitations, or Ability Losses
Can Be Modulated By
Skills, Tools, Upgrades, Weapons
Possible Closure Effects
-
Potentially Conflicting With
Critical Misses, Predictable Consequences, Performance Uncertainty
History
New pattern created in this wiki.
References
Acknowledgements
-