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Critical Failure: Difference between revisions

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** 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.
* [httphttps://wwwweb.archive.org/web/20140210024503/http://funnydndstories.com/apps/blog/show/3432504-sameo/ Sameo]: proof that even a critical failure can be a [[Crowning Moment of Awesome]].
* ''[[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|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.
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