Difference between revisions of "Critical Misses"

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(Using the pattern)
(Consequences)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[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 Failures]],
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[[Critical Results]],
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[[Exceptional Events]],  
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[[Penalties]],
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[[Spectacular Failure Enjoyment]]  
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=== Can Modulate ===
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[[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]].
[[Combat]]
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=== Potentially Conflicting With ===
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[[Critical Hits]],  
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[[Predictable Consequences]]
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== Relations ==
 
== Relations ==

Revision as of 11:08, 29 December 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

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.

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, Predictable Consequences

History

New pattern created in this wiki.

References

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Acknowledgements

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