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Critical Failure: Difference between revisions

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* 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.
* ''[[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 aA 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.
* ''[[Cartoon Action Hour]]'' call these a "Flub". A "Flub" is a roll of 1 on a D12.
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* 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.
* In the [[Play StationPlayStation 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]]'' 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.]]
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