Difference between revisions of "Critical Failures"
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Revision as of 11:48, 31 December 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
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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