Difference between revisions of "Critical Hits"
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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''Attacks that do significantly more damage than others, or have other special effects.'' | ''Attacks that do significantly more damage than others, or have other special effects.'' | ||
− | This | + | 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. |
=== Examples === | === Examples === | ||
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== 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]] | + | [[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]]). |
== Consequences == | == Consequences == | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Combat]] | [[Combat]] | ||
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+ | === Potentially Conflicting With === | ||
+ | [[Predictable Consequences]] | ||
== Relations == | == Relations == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Predictable Consequences]] | |
== History == | == History == |
Revision as of 19:02, 15 September 2011
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.
Contents
Examples
Tabletop Roleplaying Games such as Dungeons & Dragons, GURPS, and Hârnmaster 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.
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).
Consequences
Can Instantiate
Can Modulate
Potentially Conflicting With
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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