Difference between revisions of "Critical Failures"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
  
Designing [[Critical Failures]] in a game have three main components: deciding which actions can result in [[Critical Failures]], what the effects are of those failures, and what should be the probabilities of such failures.
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Designing [[Critical Failures]] in a game have three main components: deciding which actions can result in [[Critical Failures]], what the effects are of those failures, and what should be the probabilities of such failures. [[Combat]] is probably the most common case where [[Critical Failures]] are used through the most specific pattern [[Critical Misses]] but actions requiring the use of [[Skills]] are also common since these [[Skills]] allow easy ways to construct algorithms that decide the probabilities of [[Critical Failures]]. The negative effects of [[Critical Failures]] can be described as simply attributing specific [[Penalties]] to those suffering from them, but these [[Penalties]] are typically ones that one cannot get through ordinary failures. As just mentioned, [[Skills]] can be used to calculate the probabilities of [[Critical Failures]], but these can also be modified by [[Tools]] ([[Weapons]] in the case of [[Critical Misses]]). Regardless of how the probabilities are determined, [[Randomness]] needs to be used to create [[Critical Failures]] since by definition the pattern does not depend directly on players' performances.
  
=== Can Be Instantiated By ===
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== Consequences ==
[[Critical Misses]]
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[[Critical Failures]] are a type of [[Critical Results]]. Rather obviously, they are in conflict with [[Critical Successes]].
  
=== Can Be Modulated By ===
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== Relations ==
[[Tools]]
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[[Skills]]
  
 
[[Randomness]]
 
[[Randomness]]
[[Penalties]]
 
  
 
[[Penalties]]
 
[[Penalties]]
  
[[Randomness]]
 
 
== Consequences ==
 
[[Critical Failures]] are a type of [[Critical Results]]. Rather obviously, they are in conflict with [[Critical Successes]].
 
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Critical Results]]
 
[[Critical Results]]

Revision as of 11:42, 31 December 2014

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

This pattern is a still a stub.

Examples

Anti-Examples

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Using the pattern

Designing Critical Failures in a game have three main components: deciding which actions can result in Critical Failures, what the effects are of those failures, and what should be the probabilities of such failures. Combat is probably the most common case where Critical Failures are used through the most specific pattern Critical Misses but actions requiring the use of Skills are also common since these Skills allow easy ways to construct algorithms that decide the probabilities of Critical Failures. The negative effects of Critical Failures can be described as simply attributing specific Penalties to those suffering from them, but these Penalties are typically ones that one cannot get through ordinary failures. As just mentioned, Skills can be used to calculate the probabilities of Critical Failures, but these can also be modified by Tools (Weapons in the case of Critical Misses). Regardless of how the probabilities are determined, Randomness needs to be used to create Critical Failures since by definition the pattern does not depend directly on players' performances.

Consequences

Critical Failures are a type of Critical Results. Rather obviously, they are in conflict with Critical Successes.

Relations

Skills

Randomness

Penalties

Can Instantiate

Critical Results

Can Modulate

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Can Be Instantiated By

Critical Misses

Can Be Modulated By

Tools

Possible Closure Effects

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Potentially Conflicting With

Critical Successes

History

New pattern created in this wiki.

References

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Acknowledgements

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