Critical Failure: Difference between revisions

Content added Content deleted
m (Mass update links)
m (Mass update links)
Line 1: Line 1:
{{trope}}
{{trope}}
[[File:critical-failure_3368.jpg|link=DM of the Rings (Webcomic)|frame]]
[[File:critical-failure_3368.jpg|link=DM of the Rings|frame]]


{{quote|''"You see, Fighter, any time you do '''any'''thing, there is [[Random Number God|a one in twenty chance that you will critically fail]]. The results of such catastrophic events [[Game Master|are up to the gods.]] Sadly for us, [[Killer Game Master|they are vindictive, and filled with bad ideas.]]"''|'''Red Mage''', ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'', "[http://www.nuklearpower.com/2004/06/17/episode-430-very-long-range/ Very Long Range]"}}
{{quote|''"You see, Fighter, any time you do '''any'''thing, there is [[Random Number God|a one in twenty chance that you will critically fail]]. The results of such catastrophic events [[Game Master|are up to the gods.]] Sadly for us, [[Killer Game Master|they are vindictive, and filled with bad ideas.]]"''|'''Red Mage''', ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'', "[http://www.nuklearpower.com/2004/06/17/episode-430-very-long-range/ Very Long Range]"}}
Line 18: Line 18:
[[Magic Misfire]] is one possible consequence or subtype. See also [[Luck Stat]]. Can sometimes result in a [[Critical Existence Failure]] but the tropes are not directly related.
[[Magic Misfire]] is one possible consequence or subtype. See also [[Luck Stat]]. Can sometimes result in a [[Critical Existence Failure]] but the tropes are not directly related.


"Critical Miss" redirects here. Click here for the webcomic ''[[Critical Miss (Webcomic)|Critical Miss]]''.
"Critical Miss" redirects here. Click here for the webcomic ''[[Critical Miss (webcomic)|Critical Miss]]''.


{{examples}}
{{examples}}


== [[Anime]] And [[Manga]] ==
== [[Anime]] And [[Manga]] ==
* In the last pre-Duelist Kingdom arc of the ''[[Yu-Gi-Oh]]'' manga, Bakura plays a tabletop game with Yugi and his friends, wherein they use percentile dice (two 10-sided die -- one for the tens and one for the ones) -- for every roll. When Yami Bakura takes over, rolling a 99 (a fumble, 00 is interpreted as 100 and is the opposite--a [[Critical Hit]]) carries the penalty of having your soul trapped in your figurine.
* In the last pre-Duelist Kingdom arc of the ''[[Yu-Gi-Oh!]]'' manga, Bakura plays a tabletop game with Yugi and his friends, wherein they use percentile dice (two 10-sided die -- one for the tens and one for the ones) -- for every roll. When Yami Bakura takes over, rolling a 99 (a fumble, 00 is interpreted as 100 and is the opposite--a [[Critical Hit]]) carries the penalty of having your soul trapped in your figurine.
* [[Digimon]]: War Greymon's Dramon Killers can cause this. They're especially effective against draconic digimon. War Greymon himself is a "dragon man" however, and is constantly at risk of serious, self inflicted injury as a result.
* [[Digimon]]: War Greymon's Dramon Killers can cause this. They're especially effective against draconic digimon. War Greymon himself is a "dragon man" however, and is constantly at risk of serious, self inflicted injury as a result.


== [[Tabletop Games]] ==
== [[Tabletop Games]] ==
* Of course, the Critical Failure rule from ''[[Dungeons and Dragons (Tabletop Game)|Dungeons and Dragons]]'' has caused a lot of [[Yet Another Stupid Death|funny deaths]] over time. It's not even an official rule, just a nigh-omnipresent [[House Rules|House Rule]]. The actual official rule for rolling a 1, depending on edition, is either nothing at all, or it's just an automatic miss with no additional effects.
* Of course, the Critical Failure rule from ''[[Dungeons and Dragons]]'' has caused a lot of [[Yet Another Stupid Death|funny deaths]] over time. It's not even an official rule, just a nigh-omnipresent [[House Rules|House Rule]]. The actual official rule for rolling a 1, depending on edition, is either nothing at all, or it's just an automatic miss with no additional effects.
** That being said, the Critical Failure rule has been included in the Dungeon Master's Guide since 3rd edition as an example of what a house rule is. In 4th Edition, the suggested House rule format is that a player who rolls a 1 on an attack roll loses all subsequent actions this round. Rather tame and less deadly than the more classic versions.
** That being said, the Critical Failure rule has been included in the Dungeon Master's Guide since 3rd edition as an example of what a house rule is. In 4th Edition, the suggested House rule format is that a player who rolls a 1 on an attack roll loses all subsequent actions this round. Rather tame and less deadly than the more classic versions.
** The 3.5 Dragon Compendium includes expanded rules for what happens when rolling a 1 or a 20 on an attack roll. The critical failures are rather amusing.
** The 3.5 Dragon Compendium includes expanded rules for what happens when rolling a 1 or a 20 on an attack roll. The critical failures are rather amusing.
** And that quote from Red Mage at the top of the page is a very good reason to never enforce these rules. Especially the Dragon Compendium version.
** And that quote from Red Mage at the top of the page is a very good reason to never enforce these rules. Especially the Dragon Compendium version.
** In 2nd edition there were semi-official optional rules for critical hits and misses published by Dragon magazine, where you would roll a percent and in general, the higher the number the more potent the effect. The funny thing is, both critical hits and critical failures used the same table - so it was entirely possible to decapitate yourself on a critical failure if you rolled exceptionally high on the table.
** In 2nd edition there were semi-official optional rules for critical hits and misses published by Dragon magazine, where you would roll a percent and in general, the higher the number the more potent the effect. The funny thing is, both critical hits and critical failures used the same table - so it was entirely possible to decapitate yourself on a critical failure if you rolled exceptionally high on the table.
* ''[[In Nomine (Tabletop Game)|In Nomine]]'', which is based on the War between Heaven and Hell, has a special take on critical failures (and critical successes) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing... [[Number of the Beast|well, you know]]) is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from [[In Mysterious Ways|a(n) (un)lucky coincidence]] to a [[Deus Ex Machina|blatant spectacular manifestation of divine or infernal power]].
* ''[[In Nomine]]'', which is based on the War between Heaven and Hell, has a special take on critical failures (and critical successes) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing... [[Number of the Beast|well, you know]]) is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from [[In Mysterious Ways|a(n) (un)lucky coincidence]] to a [[Deus Ex Machina|blatant spectacular manifestation of divine or infernal power]].
* ''[[Shadowrun]]'' has Glitches -- rolling a one on half or more of all dice in a roll -- and critical Glitches -- a glitch that also has no successes. The former is just annoying side effects like a burst of suppressive fire hitting a steam pipe, but the latter tends to invoke the [[Chunky Salsa Rule]].
* ''[[Shadowrun]]'' has Glitches -- rolling a one on half or more of all dice in a roll -- and critical Glitches -- a glitch that also has no successes. The former is just annoying side effects like a burst of suppressive fire hitting a steam pipe, but the latter tends to invoke the [[Chunky Salsa Rule]].
* ''[[Unknown Armies (Tabletop Game)|Unknown Armies]]'' has fumble rolls at 00. Since they're vastly less common than typical Critical Failures, they also tend to be vastly more dangerous or entertaining. The only real rule is that they won't ''kill'' a player, but that not very reassuring in [[Sick Sad World|the setting.]]
* ''[[Unknown Armies]]'' has fumble rolls at 00. Since they're vastly less common than typical Critical Failures, they also tend to be vastly more dangerous or entertaining. The only real rule is that they won't ''kill'' a player, but that not very reassuring in [[Sick Sad World|the setting.]]
** The technical term for these is "BOHICA": [[Fun With Acronyms]] for "Bend Over, Here It Comes Again".
** The technical term for these is "BOHICA": [[Fun with Acronyms]] for "Bend Over, Here It Comes Again".
* Due to a quirk of the system (the use of 3d6 rather than a d20, and success made by rolling ''under'' a target number) ''[[GURPS]]'' reverses the normal expectations and has critical failures on an 18 and critical success on a 3. This may be due to [[Champions]]'s influence on Steve Jackson; Hero System runs the same way.
* Due to a quirk of the system (the use of 3d6 rather than a d20, and success made by rolling ''under'' a target number) ''[[GURPS]]'' reverses the normal expectations and has critical failures on an 18 and critical success on a 3. This may be due to [[Champions]]'s influence on Steve Jackson; Hero System runs the same way.
* [http://www.funnydndstories.com/apps/blog/show/3432504-sameo/ Sameo]: proof that even a critical failure can be a [[Crowning Moment of Awesome]].
* [http://www.funnydndstories.com/apps/blog/show/3432504-sameo/ Sameo]: proof that even a critical failure can be a [[Crowning Moment of Awesome]].
* ''[[Exalted (Tabletop Game)|Exalted]]'' has its own version, which tends to be very, very bad for you. To fail you have to have half ones and NO successes. The more dice that come up one, the worse the problem. You screw up less often as you get more skilled but when you do it is more catastrophic. That's the Exalted for you - even their screw-ups are epic.
* ''[[Exalted]]'' has its own version, which tends to be very, very bad for you. To fail you have to have half ones and NO successes. The more dice that come up one, the worse the problem. You screw up less often as you get more skilled but when you do it is more catastrophic. That's the Exalted for you - even their screw-ups are epic.
* Speaking of White Wolf, [[Old World of Darkness (Tabletop Game)|both]] [[New World of Darkness (Tabletop Game)|versions]] of ''The World of Darkness'' come with rules to this effect. In the Old version, should you roll no successes and one or more dice come up 1, you get a "botch" (also the term ''[[Exalted (Tabletop Game)|Exalted]]'' uses) -- which is usually a horrific mishap of the amusing-but-grievous variety. In the New World of Darkness, when your dice pool is reduced by penalties to nothing, you get a "chance die" -- it only succeeds on a 10 and gives you a Dramatic Failure on 1.
* Speaking of White Wolf, [[Old World of Darkness|both]] [[New World of Darkness|versions]] of ''The World of Darkness'' come with rules to this effect. In the Old version, should you roll no successes and one or more dice come up 1, you get a "botch" (also the term ''[[Exalted]]'' uses) -- which is usually a horrific mishap of the amusing-but-grievous variety. In the New World of Darkness, when your dice pool is reduced by penalties to nothing, you get a "chance die" -- it only succeeds on a 10 and gives you a Dramatic Failure on 1.
** Due to the fact that [[Writers Cannot Do Math|Game Designers Have No Sense of Statistics]], the [[Old World of Darkness (Tabletop Game)|OWOD]] system made you ''more'' likely to botch on very difficult rolls if you had a large number of dice to roll, as illustrated [http://wiki.white-wolf.com/worldofdarkness/index.php?title=Probability_Math#Botching.2C_Second_Edition here] and [http://millercommamatt.com/journal/index.php/2008/11/16/probabilities-in-the-white-wolf-role-pla#more175 here]. Thankfully Revised Edition reduced this problem, as every 1 no longer cancelled out a success.
** Due to the fact that [[Writers Cannot Do Math|Game Designers Have No Sense of Statistics]], the [[Old World of Darkness|OWOD]] system made you ''more'' likely to botch on very difficult rolls if you had a large number of dice to roll, as illustrated [http://wiki.white-wolf.com/worldofdarkness/index.php?title=Probability_Math#Botching.2C_Second_Edition here] and [http://millercommamatt.com/journal/index.php/2008/11/16/probabilities-in-the-white-wolf-role-pla#more175 here]. Thankfully Revised Edition reduced this problem, as every 1 no longer cancelled out a success.
** ''[[Demon: The Fallen (Tabletop Game)|Demon: The Fallen]]'' is notable for encouraging Storytellers not to rely on just "you fail in a horrible manner" for botches. Their example was jumping across rooftops: on a failure, you fall; on a botch, you barely make it across... [[Oh Crap|and interrupt a Mafia execution.]]
** ''[[Demon: The Fallen]]'' is notable for encouraging Storytellers not to rely on just "you fail in a horrible manner" for botches. Their example was jumping across rooftops: on a failure, you fall; on a botch, you barely make it across... [[Oh Crap|and interrupt a Mafia execution.]]
* ''[[Scion (Tabletop Game)|Scion]]'', which uses a readjusted variant of the ''[[Old World of Darkness (Tabletop Game)|Old World of Darkness]]'' system, carries over the Botch rule. However, there is one form of relief -- if you have Epic Attributes (which add automatic successes to rolls involving them), you ''can't'' botch rolls of that attribute. Divinity means that even if you fail, you fail ''well.''
* ''[[Scion]]'', which uses a readjusted variant of the ''[[Old World of Darkness]]'' system, carries over the Botch rule. However, there is one form of relief -- if you have Epic Attributes (which add automatic successes to rolls involving them), you ''can't'' botch rolls of that attribute. Divinity means that even if you fail, you fail ''well.''
* Magic in ''[[Warhammer]]'' is portrayed as an always risky affair, manipulating the spillage of raw Chaos into the material world that invites the attention of deities [[Eldritch Abomination|who are far too ugly for a mother to comprehend never mind love]]. So not only does it have the Miscast rule that automatically fails the players' attempts to cast a spell but the player must then roll again to see what happens to their mage; it ranges from a bad headache to a legion of [[Cosmic Horror|Cosmic Horrors]] invading its brain and dragging the world around him into hell.
* Magic in ''[[Warhammer]]'' is portrayed as an always risky affair, manipulating the spillage of raw Chaos into the material world that invites the attention of deities [[Eldritch Abomination|who are far too ugly for a mother to comprehend never mind love]]. So not only does it have the Miscast rule that automatically fails the players' attempts to cast a spell but the player must then roll again to see what happens to their mage; it ranges from a bad headache to a legion of [[Cosmic Horror|Cosmic Horrors]] invading its brain and dragging the world around him into hell.
** And don't think worshipping one of the <s>good</s> [[Black and Grey Morality|okay]] deities in ''[[Warhammer Fantasy Roleplay]]'' exempts you from this rule. The same botch rules apply, only the gods get angry with you for abusing their gifts. It's generally not as bad as the Curse of Tzeentch, however -- the gods may get angry and stun you for a round, but they won't summon hordes of demons, inflict insanity points on you or render your entire family sterile(!).
** And don't think worshipping one of the <s>good</s> [[Black and Grey Morality|okay]] deities in ''[[Warhammer Fantasy Roleplay]]'' exempts you from this rule. The same botch rules apply, only the gods get angry with you for abusing their gifts. It's generally not as bad as the Curse of Tzeentch, however -- the gods may get angry and stun you for a round, but they won't summon hordes of demons, inflict insanity points on you or render your entire family sterile(!).
Line 71: Line 71:
* Rolling a 20 in ''[[Paranoia]]''. Your gun can explode, your mutant power backfires horribly, and so on.
* Rolling a 20 in ''[[Paranoia]]''. Your gun can explode, your mutant power backfires horribly, and so on.
** Some GMs also invert this with a [[House Rules|house rule]] that rolling a 1 may mean you succeeded ''[[Gone Horribly Right|too]]'' [[Gone Horribly Right|well]]. Shooting a Commie mutant traitor sends their shattered remains flying backward through a wall, causing pipes to burst and release toxic chemicals... that sort of thing.
** Some GMs also invert this with a [[House Rules|house rule]] that rolling a 1 may mean you succeeded ''[[Gone Horribly Right|too]]'' [[Gone Horribly Right|well]]. Shooting a Commie mutant traitor sends their shattered remains flying backward through a wall, causing pipes to burst and release toxic chemicals... that sort of thing.
* ''[[Deadlands]]'' uses them too, and [[The Western|we call 'em "busts" 'round these parts]], ''[[Gratuitous Spanish|hombre]]''. Going bust becomes worse if a character has the "Bad Luck" Hindrance. Of note is the fact that the only sort of [[Magic A Is Magic A|magic]] that doesn't tend to do horrible things on a [[Critical Failure]] is that of [[White Magic|the Blessed]]. Turns out [[God]] (or [[All Myths Are True|whoever]] [[Religion Is Magic|else]]) isn't too hard on His most devout followers.
* ''[[Deadlands]]'' uses them too, and [[The Western|we call 'em "busts" 'round these parts]], ''[[Gratuitous Spanish|hombre]]''. Going bust becomes worse if a character has the "Bad Luck" Hindrance. Of note is the fact that the only sort of [[Magic a Is Magic A|magic]] that doesn't tend to do horrible things on a [[Critical Failure]] is that of [[White Magic|the Blessed]]. Turns out [[God]] (or [[All Myths Are True|whoever]] [[Religion Is Magic|else]]) isn't too hard on His most devout followers.
* The ''[[Star Wars]]'' D6 system has the interesting expansion of allowing a critical failure that is also a success. The classic example is a successful dodge which leaves the player standing close to [[Exploding Barrels]], or a successful attack resulting in the victim falling onto an alarm button.
* The ''[[Star Wars]]'' D6 system has the interesting expansion of allowing a critical failure that is also a success. The classic example is a successful dodge which leaves the player standing close to [[Exploding Barrels]], or a successful attack resulting in the victim falling onto an alarm button.
* ''[[Cartoon Action Hour]]'' call these a "Flub". A "Flub" is a roll of 1 on a D12.
* ''[[Cartoon Action Hour]]'' call these a "Flub". A "Flub" is a roll of 1 on a D12.
Line 77: Line 77:
* In ''[[Eclipse Phase]]'', all rolls are on a percent die (from 00 to 99). Doubles (ie. 00, 11, etc.) are critical. Whether they're critical failures or successes is up to the parameters of the roll (so if you needed a 40 or lower to succeed a roll, 44 is a critical failure). 00 is always a critical success, and 99 is always a critical failure. Probably the most interesting critical failures in ''[[Eclipse Phase]]'' are those involving [[Psychic Powers|Psi Sleights]]. The consequences there can include [[Psychic Nosebleed|nosebleed]], [[Grand Theft Me]], or [[Your Head Asplode]].
* In ''[[Eclipse Phase]]'', all rolls are on a percent die (from 00 to 99). Doubles (ie. 00, 11, etc.) are critical. Whether they're critical failures or successes is up to the parameters of the roll (so if you needed a 40 or lower to succeed a roll, 44 is a critical failure). 00 is always a critical success, and 99 is always a critical failure. Probably the most interesting critical failures in ''[[Eclipse Phase]]'' are those involving [[Psychic Powers|Psi Sleights]]. The consequences there can include [[Psychic Nosebleed|nosebleed]], [[Grand Theft Me]], or [[Your Head Asplode]].
* ''Spycraft'' has a rule where a bad roll triggers an "error", only slightly worse than a normal failure, and a true [[Critical Failure]] requires the [[Game Master|Game Control]] to spend one or more action dice, theoretically ensuring that critical failures don't disrupt the flow of the game and occur when most dramatically appropriate. A similar rule has players spend their own action dice to activate a critical success when they roll a "threat". The game also plays around with the ranges of d20 rolls that constitute an error or a threat depending on the circumstances, producing some interesting risk/reward mechanics.
* ''Spycraft'' has a rule where a bad roll triggers an "error", only slightly worse than a normal failure, and a true [[Critical Failure]] requires the [[Game Master|Game Control]] to spend one or more action dice, theoretically ensuring that critical failures don't disrupt the flow of the game and occur when most dramatically appropriate. A similar rule has players spend their own action dice to activate a critical success when they roll a "threat". The game also plays around with the ranges of d20 rolls that constitute an error or a threat depending on the circumstances, producing some interesting risk/reward mechanics.
* ''[[Toon (Tabletop Game)|Toon]]'' is similar to GURPS above, but with one less die. A natural 12 is a critical failure. Keep in mind this is a cartoon roleplaying game, and you can imagine how much fun a critical failure can be.
* ''[[Toon (game)|Toon]]'' is similar to GURPS above, but with one less die. A natural 12 is a critical failure. Keep in mind this is a cartoon roleplaying game, and you can imagine how much fun a critical failure can be.
* [[Ars Magica]]. Currently, you might botch if you roll a ten on an ability check while under stress. Previous editions had a critical failure table with increasingly-horrific results -- the worst results kill you instantly, with helpful descriptive text such as:
* [[Ars Magica]]. Currently, you might botch if you roll a ten on an ability check while under stress. Previous editions had a critical failure table with increasingly-horrific results -- the worst results kill you instantly, with helpful descriptive text such as:
{{quote| "Rising after yet another resounding exchange of blows, you look to your weapon and realize it's broken short, the lethal end impaling you from abdomen to spine. For a moment you feel the sinews of your back slide from their moorings before you fall lifeless to the ground."}}
{{quote| "Rising after yet another resounding exchange of blows, you look to your weapon and realize it's broken short, the lethal end impaling you from abdomen to spine. For a moment you feel the sinews of your back slide from their moorings before you fall lifeless to the ground."}}
Line 91: Line 91:
* The [[Knights of the Old Republic]] do model critical failures -- for example, if you're disarming a mine then a 'failure' just means failure to disarm the mine (i.e: nothing happens), but a ''critical'' failure means the mine blows up on you at point-blank range.
* The [[Knights of the Old Republic]] do model critical failures -- for example, if you're disarming a mine then a 'failure' just means failure to disarm the mine (i.e: nothing happens), but a ''critical'' failure means the mine blows up on you at point-blank range.
** The chances of a critical failure are often tied to the character's skill level in the respective task -- if you're too unskilled to reliably disarm a mine, you're likely to accidentally set if off in the process, whereas if you have better than even odds for disarming it, you likely won't ever have a mine blow up on you.
** The chances of a critical failure are often tied to the character's skill level in the respective task -- if you're too unskilled to reliably disarm a mine, you're likely to accidentally set if off in the process, whereas if you have better than even odds for disarming it, you likely won't ever have a mine blow up on you.
* ''[[Persona 3 (Video Game)|Persona 3]]'' and ''[[Persona 4 (Video Game)|Persona 4]]'' form a rare JRPG example; a critical hit will cause the target of the attack to be knocked down, but a critical failure will cause the ''attacker'' to be knocked down. Of particular note is the animation for {{spoiler|Shinjiro Aragaki}}'s critical failure: rather than tripping like the others, he falls to his knees in a [[Incurable Cough of Death|coughing fit]], which is one of the clues that he is [[Secretly Dying]].
* ''[[Persona 3]]'' and ''[[Persona 4]]'' form a rare JRPG example; a critical hit will cause the target of the attack to be knocked down, but a critical failure will cause the ''attacker'' to be knocked down. Of particular note is the animation for {{spoiler|Shinjiro Aragaki}}'s critical failure: rather than tripping like the others, he falls to his knees in a [[Incurable Cough of Death|coughing fit]], which is one of the clues that he is [[Secretly Dying]].
** Also, no matter how high of a level you are, some enemies retain the small chance of reflecting physical damage. Since the reflected damage is equal to what you would have dealt to the opponent otherwise, it is quite possible to have a level 99 protagonist kill himself in one shot against a level 10 opponent. This causes an instant game over, since [[We Cannot Go On Without You]].
** Also, no matter how high of a level you are, some enemies retain the small chance of reflecting physical damage. Since the reflected damage is equal to what you would have dealt to the opponent otherwise, it is quite possible to have a level 99 protagonist kill himself in one shot against a level 10 opponent. This causes an instant game over, since [[We Cannot Go on Without You]].
* In ''[[Final Fantasy VI (Video Game)|Final Fantasy VI]]'', Setzer's special command, Slot, can roll the combination of 7-7-bar. When that happens, everyone in your party dies. Game over, man (unless you had Reraise).
* In ''[[Final Fantasy VI]]'', Setzer's special command, Slot, can roll the combination of 7-7-bar. When that happens, everyone in your party dies. Game over, man (unless you had Reraise).
** This feature carries over to ''[[Final Fantasy VII (Video Game)|Final Fantasy VII]]'', in Cait Sith's Slot Limit Break, with the 7s being replaced by sections of Cait Sith's face.
** This feature carries over to ''[[Final Fantasy VII]]'', in Cait Sith's Slot Limit Break, with the 7s being replaced by sections of Cait Sith's face.
* The series ''[[Fire Emblem]]'' has the Devil Axe, a weapon that is rather powerful but can potentially injure (or kill) the user when used. It has spawned a number of videos where characters kill themselves by attacking a wall or a tree with it.
* The series ''[[Fire Emblem]]'' has the Devil Axe, a weapon that is rather powerful but can potentially injure (or kill) the user when used. It has spawned a number of videos where characters kill themselves by attacking a wall or a tree with it.
* In ''[[World of Warcraft]]'', engineer-made gadgets have a slim chance of critically malfunctioning whenever they are used. This ranges from not working, to doing the opposite result expected, to outright [[Made of Explodium|exploding on the spot]]. Anything with the words 'Safe' or (worse) [[Blatant Lies|'Ultrasafe']] in its name is all the more likely to do so.
* In ''[[World of Warcraft]]'', engineer-made gadgets have a slim chance of critically malfunctioning whenever they are used. This ranges from not working, to doing the opposite result expected, to outright [[Made of Explodium|exploding on the spot]]. Anything with the words 'Safe' or (worse) [[Blatant Lies|'Ultrasafe']] in its name is all the more likely to do so.
Line 100: Line 100:
* Every weapon has a chance of critical failure in [[Kingdom of Loathing]], which it calls a Fumble. Some weapons, such as the [[Awesome but Impractical]] [http://kol.coldfront.net/thekolwiki/index.php/Ridiculously_overelaborate_ninja_weapon Ridiculously overelaborate ninja weapon] has a 3x chance of [[Critical Hit]] but a 3x chance of fumble. If you assemble the Cyborg Armor, made of ''[[Inspector Gadget]]'''s coat, pants, and fedora, fumbles become positive side effects.
* Every weapon has a chance of critical failure in [[Kingdom of Loathing]], which it calls a Fumble. Some weapons, such as the [[Awesome but Impractical]] [http://kol.coldfront.net/thekolwiki/index.php/Ridiculously_overelaborate_ninja_weapon Ridiculously overelaborate ninja weapon] has a 3x chance of [[Critical Hit]] but a 3x chance of fumble. If you assemble the Cyborg Armor, made of ''[[Inspector Gadget]]'''s coat, pants, and fedora, fumbles become positive side effects.
* ''[[Arcanum]]'' has a wide range of critical failures, such as breaking your own weapon, breaking your own armour, knocking yourself out, dropping your weapon, dealing heavy damage to yourself, semi-permanent disfigurement and injury... and it's not unusual for several effects to happen at once, which is hilarious when it happens to an enemy and incredibly frustrating when it happens to you. (And it will happen to you A LOT when starting out. Expect the words "Are you blind? What in the gods-er, better luck next time!" to be burned into your mind.) There's also a trait that makes critical hits and misses less common, but more spectacular. Oh, and the critical failure chance of technological weapons [[Magic Versus Science|is increased in the hands of a magic user]], and vice versa.
* ''[[Arcanum]]'' has a wide range of critical failures, such as breaking your own weapon, breaking your own armour, knocking yourself out, dropping your weapon, dealing heavy damage to yourself, semi-permanent disfigurement and injury... and it's not unusual for several effects to happen at once, which is hilarious when it happens to an enemy and incredibly frustrating when it happens to you. (And it will happen to you A LOT when starting out. Expect the words "Are you blind? What in the gods-er, better luck next time!" to be burned into your mind.) There's also a trait that makes critical hits and misses less common, but more spectacular. Oh, and the critical failure chance of technological weapons [[Magic Versus Science|is increased in the hands of a magic user]], and vice versa.
* In the [[PS 3]] version of ''[[Tales of Vesperia]]'', many of Patty Fleur's arts have a chance of backfiring instead of causing good effects. The results include hitting herself with her own attack, [[K Oing]] herself instantly, completely emptying the Overlimit gauge, or cutting the entire party's HP and TP in half while also applying an array of bad status effects to them.
* In the [[Play Station 3]] version of ''[[Tales of Vesperia]]'', many of Patty Fleur's arts have a chance of backfiring instead of causing good effects. The results include hitting herself with her own attack, [[K Oing]] herself instantly, completely emptying the Overlimit gauge, or cutting the entire party's HP and TP in half while also applying an array of bad status effects to them.
* Elly from ''[[Xenogears (Video Game)|Xenogears]]'' has a 1 in 5 chance of having her ether spells fail. She is the only character whose ether attacks have such a property, making her a bit of a [[Scrappy]].
* Elly from ''[[Xenogears]]'' has a 1 in 5 chance of having her ether spells fail. She is the only character whose ether attacks have such a property, making her a bit of a [[Scrappy]].
* The map-based operation-level war game ''The Ardennes Offensive'' incorporated the element of chance into its battles by listing six possible outcomes, ranging from worst to best, and rolling a die. Basically, the greater your numerical and tactical superiority, the better the six possible outcomes would be - but no matter how [[No-Holds-Barred Beatdown|completely]] you dominated the battlefield, rolling a 1 would always mean losing more than you gained. Yes, even when chasing stragglers with [[No Kill Like Overkill|entire armoured divisions.]]
* The map-based operation-level war game ''The Ardennes Offensive'' incorporated the element of chance into its battles by listing six possible outcomes, ranging from worst to best, and rolling a die. Basically, the greater your numerical and tactical superiority, the better the six possible outcomes would be - but no matter how [[No-Holds-Barred Beatdown|completely]] you dominated the battlefield, rolling a 1 would always mean losing more than you gained. Yes, even when chasing stragglers with [[No Kill Like Overkill|entire armoured divisions.]]
* Similarly to ''[[Knights of the Old Republic]]'', ''[[Neverwinter Nights]]'' makes traps go off in your face if you fail badly enough at disarming them. However, since you are allowed to 'take 20' when out of combat (in other words, being able to devote your full attention to it rather than to avoiding a severe stabbing), this only applies if someone gives you a nasty shock or otherwise tries to beat on you while you're distracted.
* Similarly to ''[[Knights of the Old Republic]]'', ''[[Neverwinter Nights]]'' makes traps go off in your face if you fail badly enough at disarming them. However, since you are allowed to 'take 20' when out of combat (in other words, being able to devote your full attention to it rather than to avoiding a severe stabbing), this only applies if someone gives you a nasty shock or otherwise tries to beat on you while you're distracted.
* In ''PangYa'', there are two versions of the Lucky Pangya and Control Pill items. One version requires currency that is bought with real money, and is guaranteed to work. The other version, which costs Pang (a currency that can be obtained through playing the game), has a 30% chance of failing. And no, you can't simply use another of the same item; you can only use one item per shot.
* In ''PangYa'', there are two versions of the Lucky Pangya and Control Pill items. One version requires currency that is bought with real money, and is guaranteed to work. The other version, which costs Pang (a currency that can be obtained through playing the game), has a 30% chance of failing. And no, you can't simply use another of the same item; you can only use one item per shot.
** Missing Pangya while using super shot (Tomahawk, Cobra, Spike) used to make the super shot fail to activate, now it causes the shot to arc wildly (and randomly). With a Tomahawk or Cobra, the shot generally lands close to the target anyhow, with a spike however, expect 30-70 yards of deviation, usually OB and in All cases there's a good chance that any [[PPI Ced]] power shot will hit a tree trunk or other impassable obstacle on the way to the target.
** Missing Pangya while using super shot (Tomahawk, Cobra, Spike) used to make the super shot fail to activate, now it causes the shot to arc wildly (and randomly). With a Tomahawk or Cobra, the shot generally lands close to the target anyhow, with a spike however, expect 30-70 yards of deviation, usually OB and in All cases there's a good chance that any [[PPI Ced]] power shot will hit a tree trunk or other impassable obstacle on the way to the target.
* In [[Pokémon (Franchise)|Pokémon]], while many basic attack moves (Scratch, etc.) have 100% accuracy, many high-powered moves have accuracies in the 80-90% range, making them occasionally fail to inflict damage. The "Jump Kick" family of moves in particular will backfire and damage the user if the attack misses (for any reason).
* In [[Pokémon]], while many basic attack moves (Scratch, etc.) have 100% accuracy, many high-powered moves have accuracies in the 80-90% range, making them occasionally fail to inflict damage. The "Jump Kick" family of moves in particular will backfire and damage the user if the attack misses (for any reason).
** Players often find that those 90% accuracy moves are just inaccurate enough to [[Random Number God|only miss when it would screw you over the most]].
** Players often find that those 90% accuracy moves are just inaccurate enough to [[Random Number God|only miss when it would screw you over the most]].
** Funnily enough, the Jump Kick family was changed to specifically reflect this change. Although it has gotten better, most pokemon that use it will often end up killing themselves because they are JUST THAT STRONG.
** Funnily enough, the Jump Kick family was changed to specifically reflect this change. Although it has gotten better, most pokemon that use it will often end up killing themselves because they are JUST THAT STRONG.
* Just try to do anything in ''[[Nethack]]'' with your luck negative, your alignment negative, and your god furious at you.
* Just try to do anything in ''[[Nethack]]'' with your luck negative, your alignment negative, and your god furious at you.
* Enemies with high speed/agility stats in the ''[[Dragon Quest]]'' series can dodge critical attacks. "Excellent move... It is dodging!" Or even block them. "Thy attack failed and there was no loss of hit points!"
* Enemies with high speed/agility stats in the ''[[Dragon Quest]]'' series can dodge critical attacks. "Excellent move... It is dodging!" Or even block them. "Thy attack failed and there was no loss of hit points!"
* in ''[[EYE Divine Cybermancy]]'' every now and again in combat you get the message, "Bullshit! Ultra-failed attack!" though these can still kill enemies. However when you failed a hack, there was always a slim possibility that your brain would be fried by the firewall, resulting in instant death regardless of how many resurrectors you had.
* in ''[[E.Y.E.: Divine Cybermancy]]'' every now and again in combat you get the message, "Bullshit! Ultra-failed attack!" though these can still kill enemies. However when you failed a hack, there was always a slim possibility that your brain would be fried by the firewall, resulting in instant death regardless of how many resurrectors you had.


== [[Web Original]] ==
== [[Web Original]] ==