Difference between revisions of "Critical Successes"

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(Examples)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
=== Can Be Instantiated By ===
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[[Critical Successes]] are designed as parts of games by choosing which actions can have them, what the effects are, and what determines the chances of getting such a success. [[Combat]] actions is a typically example of actions that can cause [[Critical Successes]] through the more specific pattern [[Critical Hits]]. [[Skills]] are typically modified by having [[Critical Successes]] as one possible outcome of using them (i.e. using them is an action which can cause a [[Critical Successes|Critical Successes]]), but since [[Skills|Skill]] levels in turn typically affect the chance of the [[Critical Successes]] the relation often goes both ways. While [[Skills]] can affect the chance of getting [[Critical Successes]], the use of [[Randomness]] is need to make them chance-based. Having the right [[Tools]] may directly or indirectly (by increasing [[Skills|Skill]] levels) after the chances of [[Critical Successes]].
[[Critical Hits]],  
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[[Randomness]],
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=== Can Be Modulated By ===
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[[Skills]] are typically modified by having [[Critical Successes]] as one possible outcome of using them, but since [[Skills|Skill]] levels in turn typically affect the chance of the  
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[[Critical Successes]] the relation often goes both ways. Having the right [[Tools]] may directly or indirectly (by increasing [[Skills|Skill]] levels) after the chances of [[Critical Successes]].
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== Consequences ==
 
== Consequences ==

Revision as of 12:07, 1 January 2015

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

This pattern is a still a stub.

Examples

Dungeons & Dragons rolling 20


GURPS, Hârnmaster, Mutant, Rolemaster

Using the pattern

Critical Successes are designed as parts of games by choosing which actions can have them, what the effects are, and what determines the chances of getting such a success. Combat actions is a typically example of actions that can cause Critical Successes through the more specific pattern Critical Hits. Skills are typically modified by having Critical Successes as one possible outcome of using them (i.e. using them is an action which can cause a Critical Successes), but since Skill levels in turn typically affect the chance of the Critical Successes the relation often goes both ways. While Skills can affect the chance of getting Critical Successes, the use of Randomness is need to make them chance-based. Having the right Tools may directly or indirectly (by increasing Skill levels) after the chances of Critical Successes.

Consequences

Critical Successes are one form of Critical Results, the other being its opposite namely Critical Failures.

Relations

Can Instantiate

Critical Results

Can Modulate

Skills

Can Be Instantiated By

Critical Hits, Randomness,

Can Be Modulated By

Skills, Tools

Possible Closure Effects

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Potentially Conflicting With

Critical Failures

History

New pattern created in this wiki.

References

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Acknowledgements

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