History Main / CriticalFailure

21st Aug '16 12:23:22 PM nombretomado
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* In ''EclipsePhase'', 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 ''EclipsePhase'' are those involving [[PsychicPowers Psi Sleights]]. The consequences there can include [[PsychicNosebleed nosebleed]], GrandTheftMe, or YourHeadAsplode.

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* In ''EclipsePhase'', ''TabletopGame/EclipsePhase'', 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 ''EclipsePhase'' ''Eclipse Phase'' are those involving [[PsychicPowers Psi Sleights]]. The consequences there can include [[PsychicNosebleed nosebleed]], GrandTheftMe, or YourHeadAsplode.
16th Aug '16 4:47:18 AM Morgenthaler
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** And don't think worshipping one of the [[strike:good]] [[BlackAndGreyMorality okay]] deities in ''WarhammerFantasyRoleplay'' 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(!).

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** And don't think worshipping one of the [[strike:good]] [[BlackAndGreyMorality okay]] deities in ''WarhammerFantasyRoleplay'' ''TabletopGame/WarhammerFantasyRoleplay'' 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(!).
8th Jul '16 7:23:59 PM Doug86
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* A few ''Franchise/FireEmblem'' games have the Devil Axe, a weapon that is rather powerful but can potentially damage the user instead of the target when used. It has spawned a number of videos where characters kill themselves by attacking a wall or a tree with it[[note]]as such obstacles have a large amount of HP but no defense, maximizing the damage they take[[/note]].

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* A few ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' games have the Devil Axe, a weapon that is rather powerful but can potentially damage the user instead of the target when used. It has spawned a number of videos where characters kill themselves by attacking a wall or a tree with it[[note]]as such obstacles have a large amount of HP but no defense, maximizing the damage they take[[/note]].
29th Jun '16 1:20:51 PM StFan
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!!Examples

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!!Examples
!!Examples:



[[folder:Anime And Manga]]
* In the Monster World RPG arc of the ''Manga/YuGiOh'' manga, Ryou 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 Dark Bakura takes over, rolling a 99 (a fumble, low numbers are good, so 00 is the opposite--a CriticalHit) carries the penalty of having your soul trapped in your figurine.

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[[folder:Anime And & Manga]]
* In the Monster World RPG arc of the ''Manga/YuGiOh'' manga, Ryou 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 Dark Bakura takes over, rolling a 99 (a fumble, low numbers are good, so 00 is the opposite--a opposite -- a CriticalHit) carries the penalty of having your soul trapped in your figurine.



[[folder:Film]]

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[[folder:Film]][[folder:Films -- Live-Action]]



-->Leo: [in shock] [[QuirkyBard Bards suck]].
-->Lodge: That... was unprecedented, Leo.

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-->Leo: [in shock] -->'''Leo:''' ''[in shock]'' [[QuirkyBard Bards suck]].
-->Lodge:
suck]].\\
'''Lodge:'''
That... was unprecedented, Leo.



[[folder:Podcasts]]
* Podcast/DiceFunk: Anne only exists because of a mathematically improbable triple (!) botch during character creation, which left her with a 3 in Intelligence. As a result, she is literally dumber than a severed zombie hand, in game-terms.
[[/folder]]



* Despite the strong possibility that ''TabletopGame/DungeonsAndDragons'' is the TropeMaker, critical failures have ''never'' been more than an optional rule... but thousands of tables have added them to their HouseRules. The ''official'' rule for rolling a 1 on d20 varies by edition and the type of roll, but generally a 1 is either calculated normally, or at worst the natural 1 is just an automatic miss with no additional effects. There have been extensive flame wars, all the way back to the days when they had to be conducted by letter column, debating whether critical failures deserve a place in the game.

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* ''TabletopGame/DungeonsAndDragons'':
**
Despite the strong possibility that ''TabletopGame/DungeonsAndDragons'' ''D&D'' is the TropeMaker, critical failures have ''never'' been more than an optional rule... but thousands of tables have added them to their HouseRules. The ''official'' rule for rolling a 1 on d20 varies by edition and the type of roll, but generally a 1 is either calculated normally, or at worst the natural 1 is just an automatic miss with no additional effects. There have been extensive flame wars, all the way back to the days when they had to be conducted by letter column, debating whether critical failures deserve a place in the game.



** 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.
** 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 the third edition (and variants), automatic failure on a roll of 1 apply only to attack rolls. Skill checks ''do not'' result in an automatic failure when rolling a 1, nor an automatic success when rolling a 20 - making it impossible for most people to (say) balance on a single cobweb, but also preventing them from garroting themselves while tying their shoes.

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** The 3.5 Dragon Compendium ''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.
**
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 ''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 the third edition (and variants), automatic failure on a roll of 1 apply only to attack rolls. Skill checks ''do not'' result in an automatic failure when rolling a 1, nor an automatic success when rolling a 20 - -- making it impossible for most people to (say) balance on a single cobweb, but also preventing them from garroting themselves while tying their shoes.



* ''TabletopGame/UnknownArmies'' 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 [[SickSadWorld the setting.]]
** The technical term for these is "BOHICA": FunWithAcronyms for "Bend Over, Here It Comes Again".

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* ''TabletopGame/UnknownArmies'' 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 [[SickSadWorld the setting.]]
**
]] The technical term for these is "BOHICA": FunWithAcronyms for "Bend Over, Here It Comes Again".



* ArsMagica. 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:

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* ArsMagica.''TabletopGame/ArsMagica''. 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:



* NewHorizon uses two twenty-sided dice as its success determiner. They are referred to as the White Die and the Black Die in the rules. And if you get a twenty on the black die, you not only automatically fail, but you have to use the white die to see how much you failed. Fun.
* While no "general-purpose" critical failure rules exist for ''TabletopGame/{{BattleTech}}'', specific pieces of equipment have their own individual failure chances if used to full effect or sometimes even at all. The classic examples are ultra and rotary autocannons fired more than once in a turn, which can cause them to jam and become useless for the rest of the fight on a natural 2 on the attack roll, and MASC ("myomer accelerator signal circuitry"), which adds to running speed, but with a chance of causing critical hits to the legs that goes up if used on multiple turns in a row. [[GoombaStomp Death From Above]] attacks have a very large chance of dumping the attacking mech on its ass, missing the target entirely, or landing on the target and ''then'' face-planting into the ground, taking heavy damage. It's possible to get a critical failure on ''movement'' as well; turning on roads and crossing roads (which speed up movement for some vehicle types) require a roll for Battlemechs - failing the roll causes the battlemech to slip and fall onto its face or its back, which can lead to an entire squad of battlemechs slipping over a road like it's made of ice.

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* NewHorizon ''TabletopGame/NewHorizon'' uses two twenty-sided dice as its success determiner. They are referred to as the White Die and the Black Die in the rules. And if you get a twenty on the black die, you not only automatically fail, but you have to use the white die to see how much you failed. Fun.
* While no "general-purpose" critical failure rules exist for ''TabletopGame/{{BattleTech}}'', ''TabletopGame/BattleTech'', specific pieces of equipment have their own individual failure chances if used to full effect or sometimes even at all. The classic examples are ultra and rotary autocannons fired more than once in a turn, which can cause them to jam and become useless for the rest of the fight on a natural 2 on the attack roll, and MASC ("myomer accelerator signal circuitry"), which adds to running speed, but with a chance of causing critical hits to the legs that goes up if used on multiple turns in a row. [[GoombaStomp Death From Above]] attacks have a very large chance of dumping the attacking mech on its ass, missing the target entirely, or landing on the target and ''then'' face-planting into the ground, taking heavy damage. It's possible to get a critical failure on ''movement'' as well; turning on roads and crossing roads (which speed up movement for some vehicle types) require a roll for Battlemechs - -- failing the roll causes the battlemech to slip and fall onto its face or its back, which can lead to an entire squad of battlemechs slipping over a road like it's made of ice.



[[folder:Web Original]]
* In [[WebVideo/AcquisitionsIncorporated Penny Arcade's D&D Podcast]], Jerry has quite a reputation of rolling horrible. He even rolled critical failures back-to-back at the climax of season 2.
* One of the main points of Roleplay/RollToDodge is that everything is determined by the RandomNumberGod - rolling a [[InstantWinCondition 6 or a 12 makes the Universe bend to your will]], whereas a [[EpicFail 1]] can result in EpicFail or [[CriticalExistenceFailure worse]].
* The WebVideo/CounterMonkey episode ''Botchmania'' has [[WebVideo/TheSpoonyExperiment The Spoony One]] relating the tale of the worst series of rolls he had ever seen.
* Syrg, the DM of LetsPlay/SomethingAwfulDungeonsAndDragons podcast, plays by the "roll a 1 and terrible things happen" rule. For example, a failed arcana check turns apparently magical jewels into sugar. The results of bad rolls in combat tend to be even more disastrous for the party. That's not to say it's never worked in their favor though. Several enemies have hurt themselves or their allies after Syrg rolled a 1.
* ''WebVideo/{{Aventures}}'' uses a D100 for checks, with anything between 96 and 100 being a Critical Fail (so the odds are still 1 out of 20). While the results vary (losing all one's mana while failing to cast a spell, losing one's eye, killing a little girl by {{Shield Bash}}ing her [[note]][[RunningGag "She's not dead!"]] claims the responsible[[/note]], etc.), they are rarely lasting consequences to rolling one.
[[/folder]]

[[folder:Webcomics]]
* Rolling a 1 is how [[Franchise/StarWars Qui-Gon]] bites it in ''Webcomic/DarthsAndDroids''. Then when Jim tries to heal himself, and [[{{Munchkin}} Pete]] gives him a die [[RandomNumberGod with the 1's]] [[YouFailStatisticsForever "pre-rolled out"]], Jim rolls a 1 from that.

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[[folder:Web Original]]
Comics]]
* In [[WebVideo/AcquisitionsIncorporated Penny Arcade's D&D Podcast]], Jerry has quite a reputation of rolling horrible. He even rolled critical failures back-to-back at the climax of season 2.
* One of the main points of Roleplay/RollToDodge is that everything is determined by the RandomNumberGod - rolling a [[InstantWinCondition 6 or a 12 makes the Universe bend to your will]], whereas a [[EpicFail 1]] can result in EpicFail or [[CriticalExistenceFailure worse]].
* The WebVideo/CounterMonkey episode ''Botchmania'' has [[WebVideo/TheSpoonyExperiment The Spoony One]] relating the tale of the worst series of rolls he had ever seen.
* Syrg, the DM of LetsPlay/SomethingAwfulDungeonsAndDragons podcast, plays by the "roll a 1 and terrible things happen" rule. For example, a failed arcana check turns apparently magical jewels into sugar. The results of bad rolls in combat tend to be even more disastrous for the party. That's not to say it's never worked in their favor though. Several enemies have hurt themselves or their allies after Syrg rolled a 1.
* ''WebVideo/{{Aventures}}'' uses a D100 for checks, with anything between 96 and 100 being a Critical Fail (so the odds are still 1 out of 20). While the results vary (losing all one's mana while failing to cast a spell, losing one's eye, killing a little girl by {{Shield Bash}}ing her [[note]][[RunningGag "She's not dead!"]] claims the responsible[[/note]], etc.), they are rarely lasting consequences to rolling one.
[[/folder]]

[[folder:Webcomics]]
*
''Webcomic/DarthsAndDroids'':
**
Rolling a 1 is how [[Franchise/StarWars Qui-Gon]] bites it in ''Webcomic/DarthsAndDroids''.it. Then when Jim tries to heal himself, and [[{{Munchkin}} Pete]] gives him a die [[RandomNumberGod with the 1's]] [[YouFailStatisticsForever "pre-rolled out"]], Jim rolls a 1 from that.



** While fleeing to the Falcon in Cloud City Annie rolls a 1 on her save against the [[ItMakesSenseInContext alcoholic atmosphere]]. [[IntoxicationEnsues Her following lines are barely comprehensible]].
* Gimli in ''Webcomic/DMOfTheRings'' rolls a 1 on his diplomacy roll when meeting Éomer and his riders. As the only [[TheRoleplayer real roleplayer]] in the group, his [[http://www.shamusyoung.com/twentysidedtale/?p=850 interpretation of this]] is legendary.

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** While fleeing to the Falcon ''Falcon'' in Cloud City City, Annie rolls a 1 on her save against the [[ItMakesSenseInContext alcoholic atmosphere]]. [[IntoxicationEnsues Her following lines are barely comprehensible]].
* ''Webcomic/DMOfTheRings'':
**
Gimli in ''Webcomic/DMOfTheRings'' rolls a 1 on his diplomacy roll when meeting Éomer and his riders. As the only [[TheRoleplayer real roleplayer]] in the group, his [[http://www.shamusyoung.com/twentysidedtale/?p=850 interpretation of this]] is legendary.



* [[http://biggercheese.com/index.php?comic=605 The cops find]] Thanatos in ''BiggerThanCheeses'' with a red smear of chunky slops all over his face and hands, elbow deep in a used tampon dispenser. "Critical" fumble indeed.

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* [[http://biggercheese.com/index.php?comic=605 The cops find]] Thanatos in ''BiggerThanCheeses'' ''Webcomic/BiggerThanCheeses'' with a red smear of chunky slops all over his face and hands, elbow deep in a used tampon dispenser. "Critical" fumble indeed.



* In ''Webcomic/OnePieceGrandLine3Point5'', [[IdiotHero Luffy's]] player has a special die he uses for when he has to make diplomacy checks. It's covered entirely in ones.

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* In ''Webcomic/OnePieceGrandLine3Point5'', ''Webcomic/OnePieceGrandLine3Point5'':
**
[[IdiotHero Luffy's]] player has a special die he uses for when he has to make diplomacy checks. It's covered entirely in ones.



** A [[MageTheAscension Mage]] botches multiple rolls including a joke one to get up from the couch.

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** A [[MageTheAscension [[TabletopGame/MageTheAscension Mage]] botches multiple rolls including a joke one to get up from the couch.


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[[folder:Web Original]]
* In [[WebVideo/AcquisitionsIncorporated Penny Arcade's D&D Podcast]], Jerry has quite a reputation of rolling horrible. He even rolled critical failures back-to-back at the climax of season 2.
* One of the main points of ''Roleplay/RollToDodge'' is that everything is determined by the RandomNumberGod -- rolling a [[InstantWinCondition 6 or a 12 makes the Universe bend to your will]], whereas a 1 can result in EpicFail or [[CriticalExistenceFailure worse]].
* The ''WebVideo/CounterMonkey'' episode "Botchmania" has [[WebVideo/TheSpoonyExperiment The Spoony One]] relating the tale of the worst series of rolls he had ever seen.
* Syrg, the DM of ''LetsPlay/SomethingAwfulDungeonsAndDragons'' podcast, plays by the "roll a 1 and terrible things happen" rule. For example, a failed arcana check turns apparently magical jewels into sugar. The results of bad rolls in combat tend to be even more disastrous for the party. That's not to say it's never worked in their favor though. Several enemies have hurt themselves or their allies after Syrg rolled a 1.
* ''WebVideo/{{Aventures}}'' uses a D100 for checks, with anything between 96 and 100 being a Critical Fail (so the odds are still 1 out of 20). While the results vary (losing all one's mana while failing to cast a spell, losing one's eye, killing a little girl by {{Shield Bash}}ing her [[note]][[RunningGag "She's not dead!"]] claims the responsible[[/note]], etc.), they are rarely lasting consequences to rolling one.
* ''Podcast/DiceFunk'': Anne only exists because of a mathematically improbable triple (!) botch during character creation, which left her with a 3 in Intelligence. As a result, she is literally dumber than a severed zombie hand, in game-terms.
[[/folder]]
25th Jun '16 5:01:25 PM nombretomado
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* Enemies with high speed/agility stats in the ''DragonQuest'' 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!"

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* Enemies with high speed/agility stats in the ''DragonQuest'' ''VideoGame/DragonQuest'' 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!"
22nd Jun '16 3:27:17 PM MisterVercetti
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* Both Flak and Jugger invoke this in ''[[NintendoWars Advance Wars]]'' - in exchange for their attacks randomly doing more damage than usual, they also have a chance of doing ''less'' damage. Their CO Powers only exacerbate this, to the point where their attacks have a roughly equal chance of either inflicting insane amounts of damage or barely leaving a scratch.
9th Jun '16 9:41:32 PM wolftickets1969
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** The Mysterious Stranger, who randomly delivers a OneHitKill to a target in VATS once you have the perk, occasionally misses the target, or you accidentally hit him instead.

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** The Mysterious Stranger, who randomly delivers a OneHitKill to a target in VATS once you have the perk, occasionally misses the target, or you accidentally hit him instead. Conversely, [[DistaffCounterpart Miss Fortune]] in ''VideoGame/FalloutNewVegas'' causes enemies to suffer this.
9th Jun '16 9:38:41 PM wolftickets1969
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*** VATS itself (and the TurnBasedCombat system from older ''Fallout'' titles) has a form of CriticalMiss in that accuracy using it is capped at 95%, so you will have at least a 5% chance of missing any attack with VATS even ''[[ImperialStormtrooperMarksmanshipAcademy at point blank range]]''. Probably not a coincidence that 5% is also the same chance you have of rolling a 1 on a 20-sided die.

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*** VATS itself (and the TurnBasedCombat system from older ''Fallout'' titles) has a form of CriticalMiss in that accuracy using it is capped at 95%, so you will have at least a 5% chance of missing any attack with VATS even ''[[ImperialStormtrooperMarksmanshipAcademy ''[[ATeamFiring at point blank range]]''. Probably not a coincidence that 5% is also the same chance you have of rolling a 1 on a 20-sided die.die.
*** In ''VideoGame/{{Fallout 4}}'', since ''VATS'' no longer freezes the action, certain enemies can cancel out critical strikes.
8th Jun '16 4:38:58 PM Octorok103
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* One of the sidequests in the D&D-styled fourth DLC of ''Videogame/{{Borderlands 2}}'' has the players repeatedly get bad rolls on ''picking up a gun''. The first time has the gun flying off into the distance. The second time sends you into Fight for Your Life mode and the third time turns the gun into a miniboss. Afterwards, Tina just decides to let you take the gun without needing to roll. The gun that you gain in the sidequest is a unique and rather high powered SMG which has a roughly 1 in 10 chance of rolling a critical failure when reloaded, causing it to slip out of the character's hands and go sliding across the ground (a critical fumble, presumably).

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* One of the sidequests in the D&D-styled fourth DLC of ''Videogame/{{Borderlands 2}}'' has the players repeatedly get bad rolls on ''picking up a gun''. The first time has the gun flying off into the distance. The second time sends has you break your fingers, sending you into Fight for Your Life mode mode, and the third time turns the gun into a miniboss. Afterwards, Tina just decides to let you take the gun without needing to roll. The gun that you gain in the sidequest is a unique and rather high powered SMG which has a roughly 1 in 10 chance of rolling a critical failure when reloaded, causing it to slip out of the character's hands and go sliding across the ground (a critical fumble, presumably). presumably).
** The Holodome DLC of ''VideoGame/BorderlandsThePreSequel'' introduces the Boxxy Gunn, a unique Tediore SMG. Like all Tediore guns, instead of reloading normally, you simply throw the gun at your enemy like a grenade while a new copy with a full magazine gets digistructed into your hands. What makes the Boxxy Gunn stand out is the fact that it has a chance to explode prematurely in the user's hands when attempting to reload, causing significant damage. The chance of a misfire increases with every bullet left in the magazine, making the most popular strategy for Tediore guns, reloading with an almost-full magazine for extra damage, incredibly risky; needless to say, the gun got a poor reception from the fans.
26th May '16 2:49:58 AM BigKlingy
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Added DiffLines:

** The Vortex of Doom psychic power takes this even further: not only is there the normal chance of Perils of the Warp, there's also the following rule: "If, when casting this power, the Psyker fails his Psychic Test, [[OhCrap place the Vortex of Doom blast marker on the Psyker.]] [[ObviousRulePatch (In this case, the marker will not scatter)]]" Bear in mind, this is a Destroyer-class weapon in the new rules, so hitting yourself with it is almost guaranteed death.
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