Critical Hit: Difference between revisions

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* ''[[Warhammer Fantasy Battle]] 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.
** The 40K version, ''[[Dark Heresy]]'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout). There're also actual critical hit tables, like ''Rolemaster'' but much more fun. You can see scans of them on [[The Wiki Rule|1d4chan]].
* ''[[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]].
** Now an official rule, in 8th Edition. Also, Irresistable Force now not only counts as a critical cast, but also a miscast - kind of a [[Buffy-Speak|"Critical Magical Swing Where You Hit The Enemy Really Hard But A Bit Of Their Blood Hits You In The Eye And You Accidentally Then Stab Yourself In The Spleen. Only With Magic"]] situation. There are also a decent amount of situations where rolling a 1 for terrain and the like means you've lost a model, and if you're playing as [[You Dirty Rat|Ska]][[Lethal Joke Character|ven]] then you can expect to be taking tests every single turn, where a Critical Fumble means that something's exploded, caught fire, been eaten, melted, snapped, shot into space or keeled over from toxic fumes.
* ''[[Warhammer 40000]]'' has a few units with similar rules. Rending most notably, and certain [[Clap Your Hands If You Believe|Acts of Faith]] used by the [[Amazon Brigade|Sisters of Battle]]. Meanwhile the Gets Hot! rule represents [[Critical Failure]] on a weapon.
** In one of the previous Chaos [[Space Marine]] codexes, the [[BFS|Axe of Khorne]] granted the wielder an extra attack for each roll of 6 that came up to hit. And if any of those came up as 6. With no upper limit on the number of extra attacks. This could lead to entire squads of [[Mighty Glacier|Terminators]] being chopped down by one really pissed-off guy with an axe.
** Leadership tests in ''[[Warhammer 40000]]'' (one of the few rolls where rolling less is better) automatically succeed when a double one is rolled, in spite of any penalties or debuffs that would require to roll 1 or less. [[Psychic Powers]] use leadership tests where double ones and double sixes cause miscasts: The rules explicitly state that when rolling a double one, a psyker manages to cast the spell even if it kills him.
* 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.
** Other Whitewolf games such as ''[[Exalted]]'' and ''[[Scion]]'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
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* Much like ''[[In Nomine]]'', ''[[GURPS]]'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 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.
* 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.
* ''[[New Horizon]]'' lists a one on the [[Color Coded for Your Convenience|black die]] as an instant success, to be measured by the level of the white die.
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*** Thracia 776 had a hidden stat that affect criticals dubbed the ''Pursuit Critical Coefficient'' (PCC), which is basically a crit chance ''multiplier'' (between x1 and x5) that is set for that character and can never be altered outside hacking. Also unlike any other installment, Thracia 776 had a critical hit chance cap of 25% for the unit's initial attack; any following strikes do not have that cap and will also factor the unit's PCC into the random number algorithms. That Swordmaster of yours with a 30% crit rate and a PCC of 3? Basically, his first attack only have a 25% chance of being a critical, but any and all extra attacks made after the opponent's(or that unit's second round of combat if the enemy attacked first) will have a whopping ''90% chance of critting''. This is why characters like Mareeta, Carion, and Fergus seem to have that nasty habit of getting crits on any of their sequential attacks.
*** ''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 Game|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.
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* The mecha-anime inspired FPS ''Shogo'' featured critical hits, and landing one restored a bit of your character's health. This was important since the game was particularly unforgiving about getting hit by any attack.
* The [[Real Time Strategy]] game ''[[Warcraft]] 3'' had a critical hit mechanic. This was an ability restricted to certain units--a few Heroes could get it as sa normal ability, while other heroes could find items to give them bonuses.
* The ''[[Warlords Battlecry]]'' [[Real Time Strategy]] series use a critical hit table that's based on the difference in Combat skill between the attacker and attacked. The special effect this had depended on the attack type.
* ''Castlevania: Symphony of the Night'' stole many RPG statistical features. Critical Hits were a part of this and rates of making them were tied to each weapon.
* ''[[Zone of the Enders]]: The Fist of Mars'' used a targeting-based combat system, but each enemy had one or more red circles on their body that, if hit by the center of the reticule, conferred a critical hit.
* The story-mode only hero Kenji of ''[[Battle Realms]]'' has the Battle Gear ''Critical Strike'' which does a great amount of damage at the cost of some stamina.
** Werewolves of the Wolf Clan also has a Wolf Bite Battle Gear, which acts as a critical strike, and can convert enemies into regular, tamable wolves.
** Ditto for Brawlers, who have Zen Counter Punch that only works on heroes.
* When Shingo Yabuki first showed up in ''[[The King of Fighters]]'', he was a [[Joke Character]] with one benefit - his attacks randomly dealt a lot more damage and knocked the enemy a far distance back. The game showed the words "Critical Hit" when this happened. By KOF XI, Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
* [[World of Warcraft]] ''loves'' critical hits. Every class in the game has talents that provide further benefits from them occurring or at least increase they potency, while others get guaranteed Critical Hits under certain circumstances. You can increase your chance to get criticals of any kind based on stats granted by your equipment. There's even a chance for healing spells to have a critical effect. And for that matter, an increasingly large number of periodic damage spells can crit. You can poison someone, and the poison currently running through their veins will sometimes and somehow score a critical hit.
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** There's also a somewhat popular LUK build for Knights, utilizing the Muramasa, a powerful two-handed sword that increases attack speed by 8% and crit rate by 30%, with the downside of a small chance of Cursing yourself. A Knight using this method would keep his LUK just above his level, preventing the Curse status from taking effect and further boosting his crit rate.
* Every ''[[Wild Arms]]'' game uses critical hits in some way or another, but the [[Wild Arms 4|fourth]] and [[Wild Arms 5|fifth]] games take it further with Finest Arts. These require a Punching Glove or [[Infinity+1 Sword|Sheriff]] [[Game Breaker|Star]] badge to be equipped and do significantly more damage than a critical hit. In ''5'', they replaced critical hits all together, and were still buffed by the main character's ability "Double Critical".
* ''The [[Super Robot Wars]]'' series uses critical hits, they do either 1.2 or 1.5 times the damage depending on the game. There's also a spirit command in some of the games that makes every attack made by that unit a critical attack for one turn.
* ''[[Disgaea]]'' has its weapons have a fixed chance for criticals, with Axes having the highest natural chance (30%). ''[[Disgaea 2: Cursed Memories]]'' added the Professional specialist, which upped the critical hit chance proportional to its level (and it caps at 100), and the Item World's Item Assembly can up the critical hit chance. The Male Warrior dealt increased critical hit damage when at 25% health, and the Berserker unit in ''[[Disgaea 3 Absence of Justice]]'' can get an evility that gives him guaranteed Critical hits when he has an axe.
** ''[[Disgaea 2: Cursed Memories]]'' also has an unusual in-story example. Very early in the game, a Prinny sneaks up behind Rozalin while she's not paying attention, and drops a bomb on her. Adell cracks the fourth wall to mention that it's this trope.
* Critical hits are essential to Warriors and Rogues' special attacks in ''[[Dragon Age]]: Origins'', since many special effects (like stun, knock-down, bleeding, etc.) are only triggered if the special attack lands a critical hit. It is counter-balanced by armor penetration, since weapons that have high probability of a crit (swords and daggers) have low armor penetration and vice versa (axes and warhammers).
** As a nice touch, a critical hit on a frozen solid non-boss enemy will shatter said enemy. No matter what his/her/its health level, that is an instant kill and an excellent way to improve your odds when a large group attacks.
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* Referenced in ''[[Bully (video game)|Bully]]'' when you perform a [[Groin Attack]] on Algernon (one of the [[Nerd|Nerds]]):
{{quote|'''Algernon:''' Ooooh, critical hit...!}}
* The only way of reliably killing an opponent by conventional means in ''[[Dwarf Fortress]]'', which uses the [[Chunky Salsa Rule]] and [[Subsystem Damage|organ damage]] instead of traditional [[Hit Points]].
** To clarify: When you hit an enemy they take damage to where you hit them. So if you slice off their arm, they will be weaker, but it doesn't do a set amount of "hit point" damage. Attacks to critical areas like the neck, heart, lungs, and brain will kill the enemy becasue they can no longer function. But they can still die other ways, such as bleeding or falling a long drop.
 
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** Proper training in landing techniques can help to (significantly) lower the odds (and this is what most of the training in [[Professional Wrestling]] really is), but it only goes so far.
* In his book ''Have a Nice Day: A Tale of Blood and Sweatsocks'', [[Professional Wrestling|professional wrestler]] [[Mick Foley]] talks about all his injuries. This is a guy who has been cut, burned, blown up, and had pieces of him removed with ropes. Yet he says the worst injury he ever had was a pinched nerve that caused so much pain it was hard to move.
* Boxing. Joe Louis Vs. Max Schmeling both parts might qualify. In part one, Schmeling specifically said in interviews that he aimed for a spot where he knew Joe Louis would drop his guard. He apparently learned about it from watching the tapes. Once that one punch was landed, experts say the fight was over.
** In their rematch, Max Schmeling claimed that he turned the wrong way and instead of taking a body blow where he was trained to, he took a kidney blow. He said after the fight that his entire side went numb.
* In an MMA fight chronicled by Seanbaby in a Cracked article, similar to the above, one fighter took a body blow in exactly the wrong place - in this case, his liver. Before the crippling pain and unconsciousness took him, he threw one final, wild punch... [[Double Knockout|and knocked the other guy out cold,]] [[Taking You with Me|winning the match.]]
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{{reflist}}
[[Category:Videogame Effects and Spells]]
[[Category:Role Playing Game]]
[[Category:Older Than the NES]]
[[Category:Tabletop Games]]
[[Category:For Massive Damage]]
[[Category:Critical Hit]]
[[Category:RoleCRPG Playing GameTropes]]