Difference between revisions of "Critical Hits"

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=== Examples ===
 
=== Examples ===
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[[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]], [[GURPS]], and [[Hârnmaster]] all have rules for [[Critical Hits]] in combat. Likewise, [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Elder Scrolls series|Elder Scrolls]] and [[Fallout series]] have [[Critical Hits]] and this has also been adopted by [[:FPS Games|First-Person Shooters]] as [[Borderlands]] and [[Dead Island]].
  
 
== Using the pattern ==
 
== Using the pattern ==
[[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]], [[GURPS]], and [[Hârnmaster]] all have rules for [[Critical Hits]] in combat. Likewise, [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Elder Scrolls series|Elder Scrolls]] and [[Fallout series]] have [[Critical Hits]] and this has also been adopted by [[:FPS Games|First-Person Shooters]] as [[Borderlands]] and [[Dead Island]].
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[[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]] is an example of this). Modifications to the chance can also depend on which [[Weapons]] are used, and which [[Upgrades]] have been installed on them.  
 
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
  
== Relations ==
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=== Can Instantiate ===
[[Randomness]]
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[[Luck]],
[[Skills]]
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[[Luck]]
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[[Penalties]]
 
[[Penalties]]
  
 
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=== Can Modulate ===
 
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[[Combat]]
 
[[Combat]]
  
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== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Luck]],
==== with ... ====
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[[Penalties]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Combat]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Randomness]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Skills]],
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[[Upgrades]],
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[[Weapons]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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== History ==
 
== History ==

Revision as of 18:48, 15 September 2011

Attacks that do significantly more damage than others, or have other special effects.

This pattern is a still a stub.

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 is an example of this). Modifications to the chance can also depend on which Weapons are used, and which Upgrades have been installed on them.

Consequences

Can Instantiate

Luck, Penalties

Can Modulate

Combat

Relations

Can Instantiate

Luck, Penalties

Can Modulate

Combat

Can Be Instantiated By

Randomness

Can Be Modulated By

Skills, Upgrades, Weapons

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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