Difference between revisions of "Critical Misses"

From gdp3
Jump to: navigation, search
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
+
''Predetermined random effects in combat that are negative to the attacker.''
''The one-sentence "definition" that should be in italics.''
+
  
This pattern is a still a stub.
+
Combat is a common feature in many games, and in some of these the successes of actions performed during combat is determined by combinations of the combatants' skills and randomness. In such systems, there sometimes exist specific rules for unlikely events that will cause additional effect which the combat system normally does not produce. Such negative events – from the perspective of the attacker – are called [[Critical Misses]].
  
 
=== Examples ===
 
=== Examples ===
 
+
[[Critical Misses]] are often mandatory or optional parts of the combat rules of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]]. The various editions of [[Dungeons and Dragons]] typically have optional rules for these misses, while games like [[GURPS]], [[Hârnmaster]], [[Mutant]], [[Rolemaster]], and [[RuneQuest]] have them as part of the core rules in most editions.
==== Anti-Examples ====
+
optional
+
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
Creating [[Critical Misses]] depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of [[Randomness]] in a game while [[Skills]] levels typically help determine the risk and each individual [[Skills|Skill]] relates to actions that can fail. [[Upgrades]] and [[Weapons]] can in turn affect the risks, and open up to new types of [[Critical Misses]]; [[Weapons]] might for example be dropped or firearms may misfire or even hit the wrong targets.
  
=== Can Modulate ===
+
[[Critical Misses]] are not caused by [[Performance Uncertainty]] since they are instead the causes of algorithmically determined risks.
[[Combat]]
+
 
+
 
+
=== Diegetic Aspects ===
+
 
+
=== Interface Aspects ===
+
 
+
=== Narration Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
+
[[Critical Misses]] are a type of [[Critical Failures]] applied to [[Combat]], and as such are a type of [[Critical Results]]. They typically give the affected players [[Penalties]].
[[Critical Results]],
+
[[Exceptional Events]],  
+
[[Spectacular Failure Enjoyment]]  
+
  
=== Potentially Conflicting With ===
+
[[Critical Misses]] work against players being able to have [[Predictable Consequences]] for their actions, and may qualify as [[Exceptional Events]] unless they are too common. While not sought after by players, experiencing them may lead to [[Spectacular Failure Enjoyment]]. They naturally are opposites of [[Critical Hits]].
[[Critical Hits]],
+
[[Predictable Consequences]]
+
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Critical Failures]],
 
[[Critical Results]],  
 
[[Critical Results]],  
 
[[Exceptional Events]],  
 
[[Exceptional Events]],  
Line 55: Line 39:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Skills]],  
 
[[Skills]],  
 +
[[Tools]],
 
[[Upgrades]],  
 
[[Upgrades]],  
 
[[Weapons]]
 
[[Weapons]]
Line 63: Line 48:
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Critical Hits]],  
 
[[Critical Hits]],  
 +
[[Performance Uncertainty]],
 
[[Predictable Consequences]]
 
[[Predictable Consequences]]
  

Latest revision as of 12:32, 31 December 2014

Predetermined random effects in combat that are negative to the attacker.

Combat is a common feature in many games, and in some of these the successes of actions performed during combat is determined by combinations of the combatants' skills and randomness. In such systems, there sometimes exist specific rules for unlikely events that will cause additional effect which the combat system normally does not produce. Such negative events – from the perspective of the attacker – are called Critical Misses.

Examples

Critical Misses are often mandatory or optional parts of the combat rules of Tabletop Roleplaying Games. The various editions of Dungeons and Dragons typically have optional rules for these misses, while games like GURPS, Hârnmaster, Mutant, Rolemaster, and RuneQuest have them as part of the core rules in most editions.

Using the pattern

Creating Critical Misses depend on determining when attempts to perform actions can fail with disastrous effects, and what the risk for these failure are. The latter requires the presence of Randomness in a game while Skills levels typically help determine the risk and each individual Skill relates to actions that can fail. Upgrades and Weapons can in turn affect the risks, and open up to new types of Critical Misses; Weapons might for example be dropped or firearms may misfire or even hit the wrong targets.

Critical Misses are not caused by Performance Uncertainty since they are instead the causes of algorithmically determined risks.

Consequences

Critical Misses are a type of Critical Failures applied to Combat, and as such are a type of Critical Results. They typically give the affected players Penalties.

Critical Misses work against players being able to have Predictable Consequences for their actions, and may qualify as Exceptional Events unless they are too common. While not sought after by players, experiencing them may lead to Spectacular Failure Enjoyment. They naturally are opposites of Critical Hits.

Relations

Can Instantiate

Critical Failures, Critical Results, Exceptional Events, Penalties, Spectacular Failure Enjoyment

Can Modulate

Combat

Can Be Instantiated By

Randomness

Can Be Modulated By

Skills, Tools, Upgrades, Weapons

Possible Closure Effects

-

Potentially Conflicting With

Critical Hits, Performance Uncertainty, Predictable Consequences

History

New pattern created in this wiki.

References

-

Acknowledgements

-