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* [[BigBad HamaEstra]] in ''FuzzyThings'' rolls one of these [[spoiler:while in-game as the GameMaster against Ben. Unfortunately for him (thus fortunate for our heroes), he completely forgot that {{Critical Failure}}s are always failures, regardless of +infinity modifiers. [=HamaEstra=] then shortly goes into VillainousBreakdown.]]
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* 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.
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** Due to the nature of Ordinance weapons, you can totally miss your target, and completely obliterate your own troops due to a misfire. Not exactly Critical Failure, but just as hilarious (to your opponent, if not you).

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** Due to the nature of Ordinance Ordnance weapons, you can totally miss your target, and completely obliterate your own troops due to a misfire. Not exactly Critical Failure, but just as hilarious (to your opponent, if not you).
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*** That being said, the Critical Failure rule has been included in the Dungeon Master's Guide since 3rd edition as an example of what a house rule is. In 4th Edition, the suggested House rule format is that a player who rolls a 1 on an attack roll loses all subsequent actions this round. Rather tame and less deadly then the more classic versions.

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*** That being said, the Critical Failure rule has been included in the Dungeon Master's Guide since 3rd edition as an example of what a house rule is. In 4th Edition, the suggested House rule format is that a player who rolls a 1 on an attack roll loses all subsequent actions this round. Rather tame and less deadly then than the more classic versions.
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** Due to the fact that GameDesignersHaveNoSenseOfStatistics, the [=OWoD=] system made you ''more'' likely to botch on very difficult rolls if you had a large number of dice to roll, as illustrated [[http://wiki.white-wolf.com/worldofdarkness/index.php?title=Probability_Math#Botching.2C_Second_Edition here]].

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** Due to the fact that GameDesignersHaveNoSenseOfStatistics, [[WritersCannotDoMath Game Designers Have No Sense of Statistics]], the [=OWoD=] system made you ''more'' likely to botch on very difficult rolls if you had a large number of dice to roll, as illustrated [[http://wiki.white-wolf.com/worldofdarkness/index.php?title=Probability_Math#Botching.2C_Second_Edition here]].
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**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 (Paizo has no idea how to balance things).
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* ''{{Exalted}}'' has its own version, which tends to be very, very bad for you, but not actually "[[LosingYourHead HURR I CUTS OFF MY OWN HEAD]]" stupid.

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* ''{{Exalted}}'' has its own version, which tends to be very, very bad for you, but not actually "[[LosingYourHead HURR I CUTS OFF MY OWN HEAD]]" stupid.you.

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[[AC:VideoGames]]

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[[AC:VideoGames]]
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* ''{{Pokemon}}'' has moves such as "High Jump Kick," which will damage the user if the attack misses.

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* ''{{Pokemon}}'' has moves such as "High High Jump Kick," Kick, which will damage the user if the attack misses.

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* ArsMagicka, at least in some editions, had a critical failure table with increasingly-horrific results; the worst results kill you instantly, with helpful descriptive text such as:
-->"Rising after yet another resounding exchange of blows, you look to your weapon and realize it's broken short, the lethal end impaling you from abdomen to spine. For a moment you feel the sinews of your back slide from their moorings before you fall lifeless to the ground."
**This is not even the absolute worst result. The worst result has you die instantly, as above, and ''attack one of your allies by mistake as you die''.
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Kot OR: Mine detonations are poor skill rolls, not crit failures as such

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** Not necessarily; this usually isn't a result of rolling a 1(or any other specific value), it's a result of failing by too much - if you're too unskilled to reliably disarm a mine, you're much more likely to be clumsy enough to set it off in the attempt, while if you have better than even odds of disarming it, you likely won't ever have a mine blow up on you. Unsafe demolitions is less a function of bad luck than it is one of ineptitude.
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Updating URL.


* [[http://funnydndstories.webs.com/apps/blog/show/3432504-sameo The story of Sameo]]: proof that even a critical failure can be a CrowningMomentOfAwesome.

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* [[http://funnydndstories.webs.com/apps/blog/show/3432504-sameo The story of Sameo]]: proof that even a critical failure can be a CrowningMomentOfAwesome.

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I\'m not sure there\'s any other game that allows players such a variety of ways to kill themselves.




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\n* Just try to do anything in ''NetHack'' with your luck negative, your alignment negative, and your god furious at you.

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** In another comic, Aragorn rolls a 1 when the DM makes him roll for dismounting a Warg, which the DM interprets as a failure to dismount, sending the Warg flying off a cliff with Aragorn firmly on its back.

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** In another comic, Aragorn rolls a 1 when the DM makes him roll for dismounting a Warg, which the DM interprets as a failure to dismount, sending the Warg flying off a cliff with Aragorn firmly on its back.back (although the DM had been plotting to arrange this for the entire battle).
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example was whiny and not an example. Second bullet point was valid.


* Certain attacks in {{Pokemon}} can be like this. While low accuracy for a move is typically applied to the more powerful ones, some mid-range or weak attacks have a 90 or 95% accuracy for no reason whatsoever. So, even though Air Slash and Rock Slide are weaker than most moves with 100% accuracy and would certainly not break the game with 100% accuracy, they have that 5%-10% chance of missing just because the programmers felt like it. Eternally frustrating when your "reliable" move misses while the opponent hits with Thunder or Stone Edge every turn.
** There are also moves like Hi Jump Kick, which don't have perfect accuracy. When they miss, your target takes no damage, but your Pokémon does.


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* Certain attacks in {{Pokemon}} can be like this. While low accuracy for a move is typically applied to the more powerful ones, some mid-range or weak attacks have a 90 or 95% accuracy for no reason whatsoever. So, even though Air Slash and Rock Slide are weaker than most ''{{Pokemon}}'' has moves with 100% accuracy and would certainly not break the game with 100% accuracy, they have that 5%-10% chance of missing just because the programmers felt like it. Eternally frustrating when your "reliable" move misses while the opponent hits with Thunder or Stone Edge every turn.
** There are also moves like Hi
such as "High Jump Kick, Kick," which don't have perfect accuracy. When they miss, your target takes no damage, but your Pokémon does.

will damage the user if the attack misses.

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* ''{{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. 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 [[MagicVersusScience is increased in the hands of a magic user]].

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* ''{{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 [[MagicVersusScience is increased in the hands of a magic user]].user]], and vice versa.

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** The eighth edition magic rules changed most magic critical failures into "bad critical successes": The spell succeeds and can't be [[AntiMagic dispelled by the enemy]], but something bad happens to the caster.



** A critical failure on a psychic test (double one or double six, around a 5.5% chance of occurring) causes the Warp to fry the Psyker's brain. Curiously, if you roll a double one on your psychic test (which is a critical success as it's based on morale/command), the power still works.

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** A critical failure on a psychic test (double one or double six, around a 5.5% chance of occurring) causes the Warp to fry the Psyker's brain. Curiously, if you roll a double one on your psychic test (which is a critical success as it's based on morale/command), the power still works.works even if the Psyker actually dies from backlash.



** The new Terminus Land Raider can suffer a Critical Failure if all 5 of its Las-cannons overheat, effectively turning it into a mini-nuke.

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** The new Terminus Apocalypse games allow fielding the Land Raider Terminus Ultra, which can suffer a Critical Failure if all 5 of its Las-cannons overheat, effectively turning it into a mini-nuke.
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\n** There are also moves like Hi Jump Kick, which don't have perfect accuracy. When they miss, your target takes no damage, but your Pokémon does.

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[[quoteright:360:[[PennyArcade http://static.tvtropes.org/pmwiki/pub/images/podcast_papvp2_8.jpg]]]]



[[quoteright:360:[[PennyArcade http://static.tvtropes.org/pmwiki/pub/images/podcast_papvp2_8.jpg]]]]
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\n* Certain attacks in {{Pokemon}} can be like this. While low accuracy for a move is typically applied to the more powerful ones, some mid-range or weak attacks have a 90 or 95% accuracy for no reason whatsoever. So, even though Air Slash and Rock Slide are weaker than most moves with 100% accuracy and would certainly not break the game with 100% accuracy, they have that 5%-10% chance of missing just because the programmers felt like it. Eternally frustrating when your "reliable" move misses while the opponent hits with Thunder or Stone Edge every turn.

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* In ''Loaded Dice'', Steve rolls a one on behlf of one of the barbarians during what would otherwise be an easy "player kill" moment. His [[http://www.rdinn.com/comic.php?comicid=58 reaction]] is epic.

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* In ''Loaded Dice'', Steve rolls a one on behlf behalf of one of the barbarians during what would otherwise be an easy "player kill" moment. His [[http://www.rdinn.com/comic.php?comicid=58 reaction]] is epic.
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* ''{{Warhammer 40000}}'' has its rules reflect the fact that the game takes place in a [[CrapsackWorld crapsack universe]] where {{everything is trying to kill you}} - like your own weapons, for example. Guns with the Gets Hot! special rule, such as Imperial plasma weapons or some of the more dangerous [[OurOrcsAreDifferent Ork]] "kustom shootas," will overheat and wound their wielder if you roll a 1 to hit. They're [[http://pix.motivatedphotos.com/2009/3/27/633737570370792860-plasmaweapons.jpg totally worth the risk]], though.

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* ''{{Warhammer 40000}}'' has its rules reflect the fact that the game takes place in a [[CrapsackWorld crapsack universe]] where {{everything is trying to kill you}} - like your own weapons, for example. Guns with the Gets Hot! special rule, such as Imperial plasma weapons or some of the more dangerous [[OurOrcsAreDifferent Ork]] "kustom shootas," will overheat and wound their wielder if you roll a 1 to hit. They're [[http://pix.motivatedphotos.com/2009/3/27/633737570370792860-plasmaweapons.[[http://www.motifake.com/image/demotivational-poster/0807/plasma-weapons-demotivational-poster-1216259150.jpg totally worth the risk]], though.
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** In the offshoot board game ''{{Blood Bowl}}'', you can make a "Go for it" roll to move up to two extra spaces in a turn. You have a 1 out of 6 chance to fail, but failure is treated the same way as if the player was attacked by an opponent, which means they have to roll against their armour. If they fail their armour roll, they make a roll on the injury table, which has consequences ranging from being briefly stunned up to a permanent disability or death. If the player is equipped with a chainsaw, they have a significant penalty to their armour roll which makes them very likely to be injured every time they fall down.
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** 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.
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* ''{{Toon}}'' is similar to GURPS above, but with one less die. A natural 12 is a critical failure. Keep in mind this is a cartoon roleplaying game, and you can imagine how much fun a critical failure can be.

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* ''{{Toon}}'' ''Game/{{Toon}}'' is similar to GURPS above, but with one less die. A natural 12 is a critical failure. Keep in mind this is a cartoon roleplaying game, and you can imagine how much fun a critical failure can be.
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* In ''Loaded Dice'', Steve rolls a one on behlf of one of the barbarians during what would otherwise be an easy "player kill" moment. [[His http://www.rdinn.com/comic.php?comicid=58 reaction]] is epic.

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* In ''Loaded Dice'', Steve rolls a one on behlf of one of the barbarians during what would otherwise be an easy "player kill" moment. [[His http://www.His [[http://www.rdinn.com/comic.php?comicid=58 reaction]] is epic.
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* In ''Loaded Dice'', Steve rolls a one on behlf of one of the barbarians during what would otherwise be an easy "player kill" moment. [[His http://www.rdinn.com/comic.php?comicid=58 reaction]] is epic.
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* [[http://1d4chan.org/wiki/Sameo The story of Sameo]]: proof that even a critical failure can be a CrowningMomentOfAwesome.

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* [[http://1d4chan.org/wiki/Sameo [[http://funnydndstories.webs.com/apps/blog/show/3432504-sameo The story of Sameo]]: proof that even a critical failure can be a CrowningMomentOfAwesome.
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* ''InNomine'', which is based on the War between Heaven and Hell, has a special take on critical failures (and critical successes) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing... [[NumberOfTheBeast well, you know]]) is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to a [[DeusExMachina blatant spectacular manifestation of divine or infernal power]].

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* ''InNomine'', which is based on the War between Heaven and Hell, has a special take on critical failures (and critical successes) the game uses a system of rolling 3 six sided dice, a natural roll of 3 ones (representing the Holy Trinity) is a "Divine Intervention" which is good for angels and those allied with them, and bad for demons and their allies, a natural roll of 3 sixes (representing... [[NumberOfTheBeast well, you know]]) is an "Infernal Intervention" which is good for those on Hell's side and bad for those fighting for Heaven. Depending on the nature and circumstances of the roll, these Interventions can be anything from [[InMysteriousWays a(n) (un)lucky coincidence coincidence]] to a [[DeusExMachina blatant spectacular manifestation of divine or infernal power]].
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adding to the entry

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**To elaborate, the way you roll isn't on a simple D20, but from a pool of D10's. Each roll of 6 or above counts as a success to whatever you doing, with a 10 counting as two. Rolling below a 6 doesn't penalize you, it just doesn't help - UNLESS you roll a 1. This bane of all rolls actually takes a success away, neutralizing a good roll. Thus, you can end up with NEGATIVE successes on a roll. This particular occurence is called a botched roll. The game mechanics hold examples as to what might happen should this occur, from everywhere between "You rack yourself on the pole you were balancing on" to "Rocks Fall Everyone Dies".
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Thought it'd be funny.


->''"You see, Fighter, any time you do '''any'''thing, there is a one in twenty chance that you will critically fail. The results of such catastrophic events are up to the gods. Sadly for us, they are vindictive, and filled with bad ideas."''

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->''"You see, Fighter, any time you do '''any'''thing, there is a one in twenty chance that you will critically fail. The results of such catastrophic events [[GameMaster are up to the gods. gods.]] Sadly for us, [[KillerGameMaster they are vindictive, and filled with bad ideas."'']]"''

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