Critical Results
Less common outcomes of actions that are randomly activated and give effects otherwise not possible.
This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons have rolls of 20 (with a 20-sided dice) be automatic successes in most recent versions of the game while having optional rules for rolls of 1 being fumbles. In contrast, GURPS and Hârnmaster have rules that make all rolls against skills have a chance for a critical success and a risk of a critical failure; the exact chances depending on skill levels.
Anti-Examples
The critical hits that can affect combatant in early versions of Warhammer Fantasy Roleplay are not examples of Critical Results since they occur automatically when hitting those that have taken all wounds they can.
Using the pattern
Can Be Instantiated By
Critical Failures, Critical Hits, Critical Misses, Critical Successes
Can Be Modulated By
Can Modulate
Consequences
Critical Results are by definition Exceptional Events and work against Performance Uncertainty (since their presence increases the presence of Randomness). Both due to the use of Randomness and the other types of effects they provide, Critical Results works against Predictable Consequences.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Critical Failures, Critical Hits, Critical Misses, Critical Successes
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
Predictable Consequences, Performance Uncertainty
History
New pattern created in this wiki.
References
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Acknowledgements
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