Critical Results

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Revision as of 17:47, 1 January 2015 by Staffan Björk (Talk | contribs) (Using the pattern)

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Less common outcomes of actions that are randomly activated and give effects otherwise not possible.

This pattern is a still a stub.

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

A basic design choice when considering the use of Critical Results is if one should provide positive results, i.e. Critical Successes, or negative results, i.e. Critical Failures, or both. The use of such results in Combat are done through Critical Hits and Critical Misses respectively.

Can Be Modulated By

Skills

Can Modulate

Open-Ended Die Rolls, Skills

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

Exceptional Events

Can Modulate

Open-Ended Die Rolls, Skills

Can Be Instantiated By

Critical Failures, Critical Hits, Critical Misses, Critical Successes

Can Be Modulated By

Skills

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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