Critical Hit: Difference between revisions

no edit summary
No edit summary
No edit summary
 
(8 intermediate revisions by 5 users not shown)
Line 2:
[[File:critical kick 4026.png|frame|[[Persona 4|"Critical hit to the]] [[Groin Attack|nads.]]"]]
 
{{quote|''Show me something that beats a natural twenty and I'll show you '''hateful lies!'''''|[[Munchkin|Red Mage]], ''[[8-Bit Theater]]''}}
|[[Munchkin|Red Mage]], ''[[8-Bit Theater]]''}}
 
In a game which relies heavily on numerical statistics, particularly an [[RPG]], a character will have a chance of doing [[For Massive Damage|noticeably increased damage]] with an attack if [[Random Number God|the right number comes up]]. The likelihood of this occurring may or may not be affected by the aforementioned stats, and sometimes magic may be given this little perk as well. Sometimes this is accompanied by different damage text or special effects (which may be more than just graphics).
Line 18 ⟶ 19:
* ''[[Dungeons & Dragons]]''
** The best known is, of course, rolling a "natural 20"<ref>That is, a 20 on the die, before applying modifiers.</ref> in combat did bonus damage—this started out as a common house rule which became an official option in the 2nd edition.
** In''Player's Options: Combat & Tactics'' ("AD&D 2.5") added more complex critical hit rules: beating an opponent's AC by 4 or more meant at least double damage, and with the detailed damage option (introduced explicitly to avoid "[[Only a Flesh Wound]]" effect) added specific injuries if the target also fails an extra saving throw., Likesuch majoras bleeding—ordisabling a limb or major beheadingbleeding, depending on the weapon's size, type and severity roll. The''Player's Options: Spells & Magic'' applied the same forsystem to saving throws against spells failed by 4 or more (i.e. an acid arrow may melt onethe target's arm off) with area-affecting spells possibly injuring several locations—i.e. surviving a fireball may still mean that one's eyes and right leg are fried crispy. Which also expands [[Chunky Salsa Rule]], since highest-severity critical effects involve things like decapitation, "abdomen incinerated, immediate death", etc.
** The 3rd Edition allowed critical successes under other circumstances as well, and had weapons with different odds of critical hits. A "natural 20" no longer resulted in an automatic critical hit, either, but did mean an automatic hit and a chance to "confirm" a critical hit with a second roll.
** Unlike most examples, in D&D, creatures with odd anatomies can be immune to critical hits, including [[Golem]]s, most kinds of undead and [[The Blob]]. This is because D&D justifies critical hits as being regular attacks aimed at an unprotected point or vital organ. Undead and Gelatinous Cubes obviously lack vital organs and therefore can't be hit for critical damage.
Line 24 ⟶ 25:
** 4th edition [[Dungeons & Dragons]] has all creatures affected by critical hits. All weapons deal max damage on a crit. Magical weapons and some heavy weapons deal extra damage on top of that. However, all weapons deal critical damage on 20s alone again (except when augmented by certain powers or feats).
*** And then there are "High Crit" weapons,such as the scimitar, katar, and greataxe, which (on a crit) deal maximum damage and an extra weapon damage die roll. This can become absolutely ridiculous - a greataxe, if maximum damage is rolled on the extra roll, will deal 24 damage - and don't get me started on a two-blade ranger double critting on a Twin Strike with scimitars and rolling max damage each time (not counting enhancement, it deals 32 damage, enough to kill a level 1 creature.)
**** For a game where [[Player Character|PCs]] are supposed to be superhuman at relatively low levels, it seems ridiculous to need a once in a lifetime roll to kill the lowest creature in one hit...
**** 5% of the time isn't exactly once in a lifetime.
* ''[[Role Master]]'' had pages upon pages of critical hit tables. It was famous for them. Overcoming your opponent in a battle in Rolemaster isn't so much about draining their hit points but landing criticals. Each attack consists of an attack roll (adding your skill bonus for the weapon you're using and subtracting the enemy's defensive bonus), and if the weapon's attack table indicates that you get a critical hit you roll for the critical (the severity of which depends on whether your hit resulted in A, B, C, D or E criticals) and see how well you succeed in that critical, the results of which range anywhere from small wounds to smashed skulls, so the criticals play a... erm, ''[[Incredibly Lame Pun|critical]]'' role in resolving a combat.
* ''[[Warhammer Fantasy Battle]]'' has a few of them itself: Irresistable Force, a critical success at casting a spell that means it can't be dispelled (contrast with [[Critical Failure|Miscasts]]); [[Poisoned Weapons]] which will always wound on a critical hit roll; and the Killing Blow skill which auto-kills on a critical wound roll. One magazine article suggested a critical success house rule for psychology tests, as well, to represent the small chance of warriors [[Heroic Resolve|holding out against impossible odds]].
Line 33 ⟶ 35:
* ''[[Warhammer Fantasy Roleplay]]'' has the "Ulric's Fury!" (shouting it out loud when you get one optional), caused by rolling a 10 on a damage d10 and succeeding at a weapon skill check that allows you to roll another d10 for damage. And if that one comes up a 10 too, you keep on rolling, stopping only after you roll something other than a 10. The rules also have a 'critical hit', which is a hit that takes place once your opponent is out of HP and actually gets a permanent injury (or death) from an attack.
* ''[[Warhammer 40,000 Roleplay]]'', has the same thing (only it's now called the "Righteous Fury", and in ''[[Black Crusade]]'' "Zealous Hatred", and isn't nearly as fun to shout). There are also actual critical hit tables - [[The Wiki Rule|1d4chan]] keeps scans of them, as an example of [[Bloody Hilarious]] mechanics done right.
* ''[[Battlefleet Gothic]]'' gives every hit 1/6 chance to cause a random critical hit (which may inflict more damage and/or cripple some system), and 1/2 for bombardment cannons.
* The [[New World of Darkness]] has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "dice pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[Critical Failure|The reverse]] (called a "[[Epic Fail|dramatic failure]]", or a "botch" in the old WoD) also exists. If a dice pool is reduced to negative figures by penalties, the player can still roll a "chance die", where only a 10 counts as a success, and a 1 causes a "dramatic failure", which is just as good as it sounds. Some characters also have penalties where they can't use the "10-again" rule on certain rolls, and further ''lose'' successes on rolling a 1, which can result in them having negative successes, and thus get a dramatic failure.
Line 43 ⟶ 46:
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** In combat, the most likely result of a critical hit is a blow doing ordinary damage. Editors have noted that this is realistic, since under many circumstances, a person might be lucky to get a hit *at all*, never mind do extra damage with it.
*** Regardless of the amount of damage, a critical hit cannot be dodged.
* In ''[[Eclipse Phase]]'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* ''[[Unknown Armies]]'' had perhaps the least forgiving critical hits in existence. A roll of doubles on the one-hundred sided die did damage equal to the roll - and could backfire if you missed. A roll of 01 meant the attacker chose to either instantly kill or instantly KO the defender. A roll of 00 let the ''defender'' return the favor.
Line 76 ⟶ 80:
* ''[[EarthBound]]'' has ''SMAAAASH!!'' attacks, the chances of which are based on your Guts stat. The ''[[Infinity+1 Sword]]'', the [[Improvised Weapon|Gutsy Bat]], lets you get a lot of these.
** The Casey Bat, borrowing from the story of Casey At The Bat, either connects with a ''SMAAAASH!!'' hit, or misses entirely. Also borrowing from that classic tale, it misses ''a lot''.
* [https://web.archive.org/web/20110930032259/http://wwwjd.perfectworld.com/ Perfect World] does this with a twist. Any character's critical hit rate starts out at 1% of the time. Adding points to the Dexterity stat increases, among other things, your critical hit rate at about 1% every 20 points. [[Glass Cannon|Archers]], who generally need huge amounts of Dexterity to function, get critical hits [[PvP|annoyingly]] [[Game Breaker|often]], and are not very fun to meet while [[PvP]] mode is on.
* The ''[[Fallout]]'' games play this one straight and provide 'Perks' which may affect the chance of it happening or how much damage is done.
** And if you get the "Sniper" perk and have 10 Luck (the maximum), ''every shot you fire'' is a critical hit. (The same is true of "Slayer" and melee or unarmed attacks.) At this point you can take out an entire military base with a BB gun (reload every 100 shots, can get five shots a turn with a few perks).
Line 93 ⟶ 97:
*** ''Super Smash Bros. Brawl'' plays with this, giving Marth the Final Smash "Critical Hit" which does a ridiculous amount of damage (60%) and is the most likely attack to KO an opponent in one hit, aside from an attack used by the [[SNK Boss]]. When it hits, they even show a ''Fire Emblem'' health counter going from full to zero.
** An offshoot of this is the Lethality/Silence skill that Assassins have, which is even less likely than a Critical Hit, which just kills the opponent regardless of how much more damage would be needed. The Assassin might only be able to do 1 natural damage per hit, but if they pull this out the enemy even at full health just drops.
** In some games every class has a mastery skill based on other stats than luck that mimics this (note: these games still have critical hits based on the luck-stat, so you have TWO obscene luck based attacks), which will generally include beyond just increased damage regaining an equal count of health, eliminating the opponent's Defensive stats, paralyzing them (if they survive) or attacking multiple times. And the best mix of all this is Ike, AKA [[Memetic Mutation/Video GameGames|He Who Fights For His Friends]], in ''Path of Radiance'' and ''Radiant Dawn'', his Aether skill does two consecutive strikes, one healing him equal to the damage and the other eliminating defensive stats. Due to his own stats this is generally ten new kinds of overkill.
*** With Ragnell and Aether, Ike can pretty much solo the rest of the game and the bonus maps, although the final boss is still troublesome.
*** The most lethal of them all is the Black Knight's mastery skill in ''Radiant Dawn'', Eclipse: it does ''quintuple'' damage and negates defense, so if he's wielding Alondite, he does a grand total of ''280'' damage. NO character in the series, player character, final boss, or otherwise, has more than ''120'' HP. Hell, roughly 90% of those characters won't even break ''45 HP'' normally.
Line 165 ⟶ 169:
 
 
== WebcomicsWeb Comics ==
* In ''[[The Order of the Stick|Order of the Stick]]'', a natural 20 was actually a prophesy, for when Roy was to know to take a shot at a moment when such a roll was needed most.
* Spoofed in ''[[8-Bit Theater|Eight Bit Theater]]'', where Red Mage uses it in a game of [[Rock-Paper-Scissors]].
* In a joke in [http://deathbychibi.comicgenesis.com/index.html this] webcomic, which the author plans to reuse in the reboot, a character rolls a natural 20, but it's for initiative, and is pissed there's no such thing as critical initiative. Made funnier by the fact that some games do have critical initiative (picking when you go instead of going first).
* Spoofed in the webcomic [https://web.archive.org/web/20131016124201/http://www.commissionedcomic.com/ Commissioned], the main characters have DnD sessions where it switches from the POV of their characters to them, and occasionally they try something completely off the wall... and end up rolling a natural 20. [https://web.archive.org/web/20131014154339/http://www.commissionedcomic.com/?p=2134 this comic] is a more recent example even though it's actually a bluff check.
* In ''[[D&DS9|D and DS 9]]'', The Borg's attack on the U.S.S. Saratoga is a critical hit, [[Failed a Spot Check|but the DM fails to notice.]] That is, until Avery (Sisko's player) points it out to him. It doesn't end well.
 
Line 192 ⟶ 196:
 
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Videogame Effects and Spells]]
[[Category:Older Than the NES]]
Line 197 ⟶ 202:
[[Category:For Massive Damage]]
[[Category:CRPG Tropes]]
[[Category:{{PAGENAME}}]]