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[[TeamFortressTwo http://static.tvtropes.org/pmwiki/pub/images/Crit_hit.jpg]]

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[[TeamFortressTwo [[TeamFortress2 http://static.tvtropes.org/pmwiki/pub/images/Crit_hit.jpg]]
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*** 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 [[BuffySpeak "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 [[YouDirtyRat Ska]][[LethalJokeCharacter 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.


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**** 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 [[MightyGlacier Terminators]] being chopped down by one really pissed-off guy with an axe.
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** As well, physical attacks do double damage with a critical hit, while magical and elemental attacks do 150% (not quite as much, but still powerful since those go through armor and hit harder anyways). Death Knights, however, have a passive ability that lets their diseases and magical-type attack do double damage with a critical hit.

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** As well, physical attacks do double damage with a critical hit, while magical and elemental attacks do 150% (not quite as much, but still powerful since those go through armor and hit harder anyways). Death Knights, however, have a passive ability that lets their diseases and magical-type attack attacks do double damage with a critical hit.
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** As well, physical attacks do double damage with a critical hit, while magical and elemental attacks do 150% (not quite as much, but still powerful since those go through armor and hit harder anyways). Death Knights, however, have a passive ability that lets their diseases and magical-type attack do double damage with a critical hit.
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** This is pretty much standard for most armored vehicles, on air, land, or sea. General blows around the armor plating tend to either bounce off, or cause little real damage, but a single hit (lucky or aimed) to a vulnerable section like the fuel tank or stored ammo tend to be very debilitating, very quickly. Mobility kills by hitting a soft spot required for locomotion are also good, but not nearly as spectacular.
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** Proper training in landing techniques can help to (significantly) lower the odds, but it only goes so far.
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* Happened not once but twice in the [[WorldWarII hunt for the Bismarck]]: once when the ''Bismarck'' scored a one-in-a-thousand hit on the ''HMS Hood'' [[ForMassiveDamage right in the magazine]] and blew her in half, and once again when a last-ditch flight of Swordfish torpedo bombers managed an equally improbable shot [[AttackItsWeakPoint into the Bismarck's rudder]]. That crippled the ''Bismarck'' and left her at the mercy of the entire British fleet. Had either of the events not transpired the way they did, the chase could have turned out wildly different.
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** 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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*** While not a damaging version, Generatin V also add critical captures in which after one shake of the Pokeball, the Pokemon is caught.

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*** While not a damaging version, Generatin Generation V also add critical captures in which after one shake of the Pokeball, the Pokemon is caught.
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* The ''{{Pokemon}}'' [[http://bulbapedia.bulbagarden.net/wiki/Damage_modification# Critical_hit games]]. Besides double damage (or triple with the ability Snipe), critical hits also ignore stat changes if applying them would result in less damage (except in Generation I, where they ignored them either way). Any given attack that does non-fixed damage has a 1/16 chance, which can be increased by various things on a "level" system from level 1 (regular) to at most level 6 (56.25%). (Achieving level six is highly, highly situational, but still possible.) There's also two abilities (Battle Armor and Shell Armor) which prevent the user from taking critical hits, and the move Lucky Chant protects the user's team from them for five turns. Such are the power of critical hits that many games were won and lost because of them. Examples of ways to raise said chances:

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* The ''{{Pokemon}}'' [[http://bulbapedia.bulbagarden.net/wiki/Damage_modification# Critical_hit net/wiki/Damage_modification#Critical_hit games]]. Besides double damage (or triple with the ability Snipe), critical hits also ignore stat changes if applying them would result in less damage (except in Generation I, where they ignored them either way). Any given attack that does non-fixed damage has a 1/16 chance, which can be increased by various things on a "level" system from level 1 (regular) to at most level 6 (56.25%). (Achieving level six is highly, highly situational, but still possible.) There's also two abilities (Battle Armor and Shell Armor) which prevent the user from taking critical hits, and the move Lucky Chant protects the user's team from them for five turns. Such are the power of critical hits that many games were won and lost because of them. Examples of ways to raise said chances:
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* 4th edition DungeonsAndDragons 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).

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* ** 4th edition DungeonsAndDragons 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).

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** Since the KOTOR games are based off the DnD dice system, there is a critical hit range for each weapon. If the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals - added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One Hit Kill ''anything''.

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** Since the KOTOR games are based off the DnD [=DnD=] dice system, there is a critical hit range for each weapon. If the game rolls within a certain range on an attack, the damage is increased (Power Attack feats also make this increase larger). It is also possible to upgrade weapons with Massive Criticals - added damage upon critical hits. Abusing this system can make the game obscenely easy, since you're essentially able to make a One Hit Kill ''anything''.



* Spoofed in the webcomic [[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. [[http://www.commissionedcomic.com/?p=2134 this comic]] is a more recent example even though it's actually a bluff check.

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* Spoofed in the webcomic [[http://www.commissionedcomic.com/ Commissioned]], the main characters have DnD [=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. [[http://www.commissionedcomic.com/?p=2134 this comic]] is a more recent example even though it's actually a bluff check.



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A quarter of the time is low for a critical hit? (It's not)


** In addition, ever since the inclusion of "jobs" to the Dragon Quest series, there's always been a skill that allows a character to either land a critical hit or miss entirely every round. Of course, the chance to hit was pretty small (about 25%), but still...

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** In addition, ever since the inclusion of "jobs" to the Dragon Quest series, there's always been a skill that allows a character to either land a critical hit or miss entirely every round. Of course, the chance to hit was pretty small (about 25%), but still...
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*** Not exactly correct. Crits went straight to wound points, which were your real hitpoints. You had about as many as you had your con stat. Meaning, a single good hit could kill a player character dead. A lot of players house ruled that crits did not go straight to wounds, but had to go through vitality points first.

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[[indent:40:The above applies to ''most'' Pokemon games, but Generation I (that is, Blue/Red/Yellow) works quite differently:]]


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*The above applies to ''most'' Pokemon games, but Generation I (that is, Blue/Red/Yellow) works quite differently:
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*** While not a damaging version, Generatin V also add critical captures in which after one shake of the Pokeball, the Pokemon is caught.

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** Using the move Focus Energy or the item Dire Hit raises the level by 2 until you switch. (This is what "Enemy MACHOP's getting pumped!" actually means.)
** Consuming a Lansat Berry is the same as using the above move.
** The use of certain moves (including, but not limited to Psycho Cut, Night Slash, Stone Edge, Cross Chop, and Cross Poison) raise the ratio by one.

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** Using the move Focus Energy or the item Dire Hit raises the level by 2 until you switch. (This is what "Enemy MACHOP's getting pumped!" actually means.)
**
) Consuming a Lansat Berry is gives the same as using the above move.
effect, but they do not stack on each other.
** The use of certain Certain moves (including, but not limited to Psycho Cut, Night Slash, Stone Edge, Cross Chop, and Cross Poison) raise the have a ratio by one.one level higher than normal attacks when used.



** Now Generation V has two moves, Mountain Storm and Ice Breath, which have low power (40) but always get critical hits, making them effective wall-breakers.



** Most bizarre, Focus Energy and Dire Hit are ''supposed'' to multiply the crit-ratio by four... but somebody in coding screwed up, so they ''divide'' it by four instead. Once you know this, it's fun to watch enemy Pokemon screw themselves over. (Stadium and all later games fixed the bug.)

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** Most bizarre, Focus Energy and Dire Hit are ''supposed'' to multiply the crit-ratio by four... but somebody in coding screwed up, so they ''divide'' ''[[UselessUsefulSpell divide]]'' it by four instead. Once you know this, it's fun to watch enemy Pokemon screw themselves over. (Stadium and all later games fixed the bug.)

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* The best known is ''DungeonsAndDragons'', where rolling a "natural 20"[[hottip:* :That is, a 20 on the die, before applying modifiers.]] in combat did bonus damage -- this started out as a common house rule which became an official option in the 2nd edition. 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.

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* * ''DungeonsAndDragons''
**
The best known is ''DungeonsAndDragons'', where is, of course, rolling a "natural 20"[[hottip:* :That is, a 20 on the die, before applying modifiers.]] in combat did bonus damage -- this started out as a common house rule which became an official option in the 2nd edition. edition.
** In "AD&D 2.5" beating an opponent's AC by 4 or more meant at least double damage, and the detailed damage option introduced to avoid "OnlyAFleshWound" effect added injuries if the target fails an extra saving throw. Like major bleeding -- or beheading, depending on the weapon's size, type and severity roll. The same for saving throws against spells failed by 4 or more (i.e. an acid arrow may melt one'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.
**
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.




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* In ''{{Master of Orion}} II'' there's a chance (enhanced with a special targetting system) of hitting a ship's weapons and other systems after DeflectorShields and armor don't stand on the way. A ship with broken computer can't hit a planet one square away, with broken drive it loses mobility: at half of drive's HitPoints the ship is a sitting duck and can be boarded, at 0 it explodes ''no matter how much armor and hull HitPoints remains''. This means [[KineticWeaponsAreJustBetter artillery]] in ArmorPiercing variant is devastating, as few shots can cripple or destroy a ship the moment its shield is down... unless it has bulky Heavy Armor upgrade.


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** The D&D 3.5-based Star Wars RPG took it one step further, making critical hits instant-kill faceless Mooks and deal (on average) about 1.5 times as much as maximum damage with whatever weapon you were using.
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* UnknownArmies 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.
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*** ''{{Warhammer40000}}'' has a few units with similar rules. Rending most notably, and certain [[ClapYourHandsIfYouBelieve Acts of Faith]] used by the [[AmazonBrigade Sisters of Battle]]. Meanwhile the Gets Hot! rule represents CriticalFailure on a weapon.

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* In WorldOfWarcraft, criticals are a regular occurrence for players, so much so that nearly all classes have talents that provide further benefits from this occuring, while others get guaranteed Critical Hits under certain circumstances. There's even a chance for healing spells to have a critical effect. You can increase your chance to get criticals of any kind based on stats granted by your equipment.
** First case: Holy Paladins get their mana refunded for each critical heal, Elemental Shamans get a 60% man acost reduction on their next two spells after a Critical, Survivalist Hunters have certain damage and status-afflicting attacks that follow after Criticals (and Beast Masters and Marksmen have special pet abilities that take place after crits).
** Second case: Rogues with the right talents can ensure a critical on their opening attack out of stealth, Restoration druids have a nearly guaranteed chance to critically heal with one of their spells (which ties into the first case with a cast time reduction for their next spell), Frost Mages have a greatly increased chance of critically hitting frozen targets.
** Fire mages make critical hits such a common occurrence that there's a talent that only activates when you get two in a row.

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* In WorldOfWarcraft, criticals are a regular occurrence for players, so much so that nearly all classes have WorldOfWarcraft ''loves'' critical hits. Every class in the game has talents that provide further benefits from this occuring, them occurring or at least increase they potency, while others get guaranteed Critical Hits under certain circumstances.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 increase your chance to get criticals of any kind based on stats granted by your equipment.
** First case: Holy Paladins get
poison someone, and the poison currently running through their mana refunded for each critical heal, Elemental Shamans get a 60% man acost reduction on their next two spells after a Critical, Survivalist Hunters have certain damage veins will sometimes and status-afflicting attacks that follow after Criticals (and Beast Masters and Marksmen have special pet abilities that take place after crits).
** Second case: Rogues with the right talents can ensure
somehow score a critical on their opening attack out of stealth, Restoration druids have a nearly guaranteed chance to critically heal with one of their spells (which ties into the first case with a cast time reduction for their next spell), Frost Mages have a greatly increased chance of critically hitting frozen targets.
hit.
** Fire mages make critical hits such a common occurrence that there's a (useful) talent that only activates when you get two in a row.row.
** Blizzard policy is that the chance of a critical should not, except where cooldowns or short-term talent effects are involved, ever reach 50%. Since if it did, there would no longer be a critical hit system in place. There would just be critical failures.



* ''WorldOfWarcraft'' just ''loves'' critical hits. And forget on a natural 20, some classes often get higher than a 50% chance to critical hit with every attack. It also includes critical hits for spells, critical hits for periodic damage (yeah, you can set someone on fire, and the fire will critically hit), and critical ''heals''. Paladin healers in particular are incredibly dependent on getting consistent critical heals. There are spells and talents that massively increase your critical hit chances, talents that give you a bonus when you critical hit, and there's a mage talent that does nothing unless you get two critical hits in a row. And it's useful.
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*** It should be noted, though, that GURPS slightly inverts the critical hit trope ... 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.
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** The 40K version, ''DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout).
** ''DarkHeresy'' also has actual critical hit tables, like ''Rolemaster'' but much more fun. You can see scans of them on [[TheWikiRule 1d4chan]].

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** The 40K version, ''DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout).
** ''DarkHeresy''
shout). There're also has actual critical hit tables, like ''Rolemaster'' but much more fun. You can see scans of them on [[TheWikiRule 1d4chan]].1d4chan]].
** ''{{Warhammer}}'' has a few of them itself: Irresistable Force, a critical success at casting a spell that means it can't be dispelled (contrast with [[CriticalFailure Miscasts]]); PoisonedWeapons 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 [[HeroicResolve holding out against impossible odds]].



** The reverse (called a "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.

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** [[CriticalFailure The reverse reverse]] (called a "dramatic failure", "[[EpicFail 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.
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* Critical hits are essential to Warriors and Rogues' special attacks in ''DragonAge: 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).
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* The Code Duello specifies that any injury that prevents a combatant from holding a weapon steady ends the duel automatically.
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*** ''ChronoCross'', the sequel, tied this to the strength of attacks. From weak to fierce, the latter has higher chances of doing a critical hit, but has lower accuracy unless you chain it from other attacks. Also, while Serge's InfinityPlusOneSword doesn't have the highest attack rating, its chances of doing a critical hit the ceiling to the point that even weak attacks do criticals.
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* Disgaea has its weapons have a fixed chance for criticals, with Axes having the highest natural chance (30%). Disgaea 2 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 can get an evility that gives him guaranteed Critical hits when he has an axe.
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* ''WorldOfWarcraft'' just ''loves'' critical hits. And forget on a natural 20, some classes often get higher than a 50% chance to critical hit with every attack. It also includes critical hits for spells, critical hits for periodic damage (yeah, you can set someone on fire, and the fire will critically hit), and critical ''heals''. Paladin healers in particular are incredibly dependent on getting consistent critical heals. There are spells and talents that massively increase your critical hit chances, talents that give you a bonus when you critical hit, and there's a mage talent that does nothing unless you get two critical hits in a row. And it's useful.
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[[AC:WebOriginal]]
*In ''NeoQuest'' II you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.

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