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** During the Kamino arc, Corey makes the near-fatal mistake of trying to ''quick''-draw his lightsaber instead of just pulling it out like normal. Quick-drawing has different, more complex rules from the normal way, with a correspondingly higher chance of failure... meaning, [[MurphysLaw naturally]], that Corey rolls a 1 and the DM rules that Luke accidentally ''left his lightsaber back on the ship''.

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** During the Kamino arc, Corey makes the near-fatal mistake of trying to ''quick''-draw his lightsaber instead of just pulling it out like normal. Quick-drawing Because quick-drawing is a specific skill, he has different, more complex rules from the normal way, with to make a correspondingly higher chance of failure... meaning, roll for it... and, [[MurphysLaw naturally]], that Corey rolls a 1 and the DM rules that Luke accidentally ''left his lightsaber back on the ship''.
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Making a disambig.


"Critical Miss" redirects here. Click [[WebComic/CriticalMiss here]] for the webcomic ''Webcomic/CriticalMiss'' and [[WebComic/ParadoxSpace here]] for the ''WebComic/ParadoxSpace'' comic. Not to be confused with CriticalDissonance, which is when critics' opinions on a work fail to match the general public's, and CriticalResearchFailure, which is when a factual mistake is made.

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"Critical Miss" redirects here. Click [[WebComic/CriticalMiss here]] for the webcomic ''Webcomic/CriticalMiss'' and [[WebComic/ParadoxSpace here]] for the ''WebComic/ParadoxSpace'' comic. Not to be confused with CriticalDissonance, which is when critics' opinions on a work fail to match the general public's, and CriticalResearchFailure, which is when a factual mistake is made.



*** 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 ''[[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.

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*** VATS itself (and the TurnBasedCombat system from older ''Fallout'' titles) has a form of CriticalMiss this 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 ''[[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.
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* Elly from ''VideoGame/{{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, which would make her a bit of a TierInducedScrappy... if it weren't for the fact that she's arguably already the game's biggest Game-Breaker[[spoiler:at least while you have her.]]

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* Elly from ''VideoGame/{{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, which would make her a bit of a TierInducedScrappy... if it weren't for the fact that she's arguably already the game's biggest Game-Breaker[[spoiler:at GameBreaker [[spoiler:at least while you have her.]]
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Anyone who knows about Ether Doublers, Power Magics, and the effect they have on Elly's ether attacks and especially her Aerods knows that she is FAR from a Tier Induced Scrappy, at least in the low-tier sense that this implies.


* Elly from ''VideoGame/{{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 TierInducedScrappy.

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* Elly from ''VideoGame/{{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 which would make her a bit of a TierInducedScrappy.TierInducedScrappy... if it weren't for the fact that she's arguably already the game's biggest Game-Breaker[[spoiler:at least while you have her.]]

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* A discussion that occasionally surfaces on tabletop gaming forums is an ''[[InvertedTrope inversion]]'' of this in the form of "Bad 20s", essentially making it where rolling a 20 makes something [[GoneHorriblyRight go horribly right.]] For example, rolling a 20 when attempting to jump over a fence causes you to ''launch yourself into the stratosphere'' by mistake.



* 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]].

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* One of ''WebVideo/{{Aventures}}'' uses a D100 for checks, with anything between 96 and 100 being a Critical Fail (so the main points odds are still 1 out of ''Roleplay/RollToDodge'' is that everything is determined by 20). While the RandomNumberGod -- 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 one responsible[[/note]], etc.), they are rarely lasting consequences to rolling a [[InstantWinCondition 6 or a 12 makes the Universe bend to your will]], whereas a 1 can result in EpicFail or [[CriticalExistenceFailure worse]].one.



* 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 one responsible[[/note]], etc.), they are rarely lasting consequences to rolling one.

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* Syrg, ''WebVideo/CriticalRole'', a D&D series, the DM of ''LetsPlay/SomethingAwfulDungeonsAndDragons'' podcast, plays by the "roll Matt Mercer has used critical failures on occasion, such as making 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
character drop her [[note]][[RunningGag "She's not dead!"]] claims the one responsible[[/note]], etc.), they are rarely lasting consequences to rolling one.weapon on a roll of 1.



* ''WebVideo/TFSAtTheTable'''s main party came to be known as The Natural One-ders for their high propensity of these. Worth noting, Game Master Chris Zito had an additional layer to this: if a player rolled a Natural 1, they would then have to roll percentile dice to determine the severity of their failure. However, this came back to bite Zito in one particular episode where he kicked off a boss battle by rolling two Natural 1s followed by a 1 for severity, which lead to the boss slipping on ball bearings, breaking through the bottom of the ship, and sinking to the bottom of the ocean.



* ''WebVideo/CriticalRole'', a D&D series, the DM Matt Mercer has used critical failures on occasion, such as making a character drop her weapon on a roll of 1.
* A discussion that occasionally surfaces on tabletop gaming forums is an ''[[InvertedTrope inversion]]'' of this in the form of "Bad 20s", essentially making it where rolling a 20 makes something [[GoneHorriblyRight go horribly right.]] For example, rolling a 20 when attempting to jump over a fence causes you to ''launch yourself into the stratosphere'' by mistake.

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* ''WebVideo/CriticalRole'', a D&D series, One ''WebAnimation/IfTheEmperorHadATextToSpeechDevice'' special had the DM Matt Mercer has used Imperial Palace bigwigs playing ''TabletopGame/WarhammerFantasyRoleplay'', in which critical failures on occasion, such as making played a big part.
** In the starting scenario, with the party escorting a noble at the Imperial Zoo, the Emperor's
character drop her weapon on critically misses an assassin and so hits the noble instead, breaking his leg, Wamuudes critically ''hits'' the assassin with a roll thrown barrel of 1.
* A discussion
oil that occasionally surfaces on tabletop gaming forums is an ''[[InvertedTrope inversion]]'' of this in splashes flammable liquid everywhere, including the form now-crippled noble, and then Dorn critically fails his attempt to reinforce a damaged cage, allowing the dragon inside to stick its head out. The result: one deep-fried VIP.
** After the party is {{Mistaken For Murderer}}s, the Emperor's character crit-fails an attempt to persuade an NPC to let them hide in his caravan, so that another party member decides to kill the NPC instead.
** In a fight against an ogre, Wamuudes fails to reach his target with a charge, so the Emperor targets his ally with a spell to try to propel him into melee range. Instead he rolls a miscast, so Magnus as the DM rules that the Emperor's character mutates to have a freakishly long arm.
* One
of "Bad 20s", essentially making it where the main points of ''Roleplay/RollToDodge'' is that everything is determined by the RandomNumberGod -- rolling a 20 [[InstantWinCondition 6 or a 12 makes something [[GoneHorriblyRight go horribly right.]] the Universe bend to your will]], whereas a 1 can result in EpicFail or [[CriticalExistenceFailure worse]].
* 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/TFSAtTheTable'''s main party came to be known as The Natural One-ders for their high propensity of these. Worth noting, Game Master Chris Zito had an additional layer to this: if a player rolled a Natural 1, they would then have to roll percentile dice to determine the severity of their failure. However, this came back to bite Zito in one particular episode where he kicked off a boss battle by
rolling two Natural 1s followed by a 20 when attempting 1 for severity, which lead to jump over a fence causes you to ''launch yourself into the stratosphere'' by mistake. boss slipping on ball bearings, breaking through the bottom of the ship, and sinking to the bottom of the ocean.
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*** Generally, in Pathfinder Second Edition, critical failures are costly. Critically failing a save means you usually take double damage and worse penalties from status effects. Critically failing a skill roll usually leads to worse outcomes than a normal failure. Critically failing Medicine, for example, means you apply ComicallyIneptHealing and injure your target, while critically failing a Diplomacy check to make a Request generally offends the target and causes them to become more hostile to you. Critically failing an attack roll does nothing for standard attacks, but for attacks like Grapple and Trip, may cause you to be hoisted by your own petard.
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** ''TabletopGame/{{Pathfinder}}'', D&D spin-off created when fourth edition proved very controversial with fans, has differed between editions.
*** First Edition's official rules followed 3.5 rules; a natural 1 did nothing but guarantee a failed attack roll or saving throw. On a skill check, results were calculated normally. A house rule allowed a skill check on a natural 1 to be resolved as if a -10 was rolled. An ''optional'' critical hit and fumble deck existed, and with the same pros and cons as any other critical hit and fumble table.
*** Second Edition uses four grades of outcome. If you exceed the DC (including AC) of any roll by 10, you critically succeed. If you fail by 10, you critically fail. Otherwise, check success and failure normally. Rolling a natural 20 raises your level of success by one level, and rolling a natural 1 lowers your level of success by one. This means that at the extreme edges of the table, you could critically fail on a 1-19, and fail on a 20, or succeed on a 1, and critically succeed on a 2-20. Mind you, these would be extraordinary circumstances, like if a 2nd level character picked a fight with a 17th level monster or a 19th level character disarming a level 4 trap. Such events would almost never come up in actual gameplay because at that point the encounter is a foregone conclusion. Playing it out would waste the player's and GameMaster's time.
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Fix link to 'Sameo' story


* [[http://www.funnydndstories.com/apps/blog/show/3432504-sameo/ Sameo]]: proof that even a critical failure can be a SugarWiki/MomentOfAwesome.

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* [[http://www.funnydndstories.com/apps/blog/show/3432504-sameo/ [[https://funnydndstories.com/sameo/ Sameo]]: proof that even a critical failure can be a SugarWiki/MomentOfAwesome.
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** Mad science devices have their own risks, in the form of a "reliability" number. If you roll higher than the reliability, you have to roll on a failure chart. Minor failures tend to be simple hiccups that are easily repaired, while major failures usually break the device completely. And then above major failures are ''catastrophes''...
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** Earlier, when [[RulesLawyer Cass's]] [[{{Munchkin}} character]] falls under a demon's compulsion spell, [[TemptingFate he insists on making a role to resist]], as a natural 20 would automatically succeed at the otherwise impossible roll. Lodge begrudgingly allows it...and Cass rolls a 1.

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** Earlier, when [[RulesLawyer Cass's]] [[{{Munchkin}} character]] falls under a demon's compulsion spell, ability, [[TemptingFate he insists on making a role roll to resist]], as a natural 20 would automatically succeed at against the demon's otherwise impossible roll.insurmountable DC. Lodge begrudgingly allows it...and Cass rolls a 1.
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** Earlier, when [[RulesLawyer Cass's]] [[{{Munchkin}} character]] falls under a demon's compulsion spell, [[TemptingFate he insists on making a role to resist]], as a natural 20 would automatically succeed at the otherwise impossible roll. Lodge begrudgingly allows it...and Cass rolls a 1.
--->'''Lodge''': ''[gleeful]'' OOOOOOOHHHHHHHHHHH!!! A ''fumble!'' That means you are ''completely'' compelled, and ''I'' get to control your character until you snap out of it!\\
''[motions for Cass to hand over his character sheet; Cass, not looking at him, reluctantly does so]''\\
'''Lodge''': ''[smug]'' Since we're playing by the ''rules'', [[HoistByHisOwnPetard I know you don't mind]].\\
'''Cass''': Oh, shut up, Kevin.
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** Getting a Goldeen from a Pokeball, as all it does is flop around uselessly.

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** Getting a Goldeen from a Pokeball, as all it does is flop around uselessly. [[note]]Goldeen is a somewhat odd choice for this, as it's a perfectly respectable pokemon in its home games; the other Gen 1 fish pokemon, Magikarp, would have been a more logical choice, as it really is completely useless (at least [[MagikarpPower until it levels up]]).[[/note]]
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* In ''VideoGame/Wizard101'' this is known as "fizzling," where your spell fails to cast. Storm wizards are known to have higher fizzle rates than the other schools, but it's possible to cut down on your chances of this happening by upping your accuracy stat or casting an accuracy buff on yourself during battle.
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* ''VideoGame/DarkDevotion'': Every weapon has both a chance to crit and a chance to miss. A missed attack inflicts far less damage than a normal attack would, and it won’t trigger any secondary effects that the weapon might have.

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** In the 5th Edition, this is partially inverted by Halflings. Their Halfling Luck racial feature allows them to reroll any 1 on any D20 they roll (unless they roll a second 1 on the reroll). This means that rolling a 1 can be more beneficial to Halflings than rolling other "automatic" failure rolls like 2s, 3s, or 4s. This is particularly helpful if a given DM enforces critical failures.



** In the Fifth Edition, this is partially inverted by Halflings. Their Halfling Luck racial feature allows them to reroll any 1 on any D20 they roll (unless they roll a second 1 on the reroll). This means that rolling a 1 can be more beneficial to Halflings than rolling other "automatic" failure rolls like 2s, 3s, or 4s. This is particularly helpful if a given DM enforces critical failures.

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** In the Fifth Edition, this is partially inverted by Halflings. Their Halfling Luck racial feature allows them to reroll any 1 on any D20 they roll (unless they roll a second 1 on the reroll). This means that rolling a 1 can be more beneficial to Halflings than rolling other "automatic" failure rolls like 2s, 3s, or 4s. This is particularly helpful if a given DM enforces critical failures.



** Some [=GMs=] also invert this with a [[HouseRules house rule]] that rolling a 1 may mean you succeeded ''[[GoneHorriblyRight too]]'' [[GoneHorriblyRight 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.

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** Some [=GMs=] also invert this with a [[HouseRules house rule]] that rolling a 1 may mean you succeeded ''[[GoneHorriblyRight too]]'' [[GoneHorriblyRight well]]. Shooting a Commie mutant traitor sends their shattered remains flying backward back In ward through a wall, causing pipes to burst and release toxic chemicals... that sort of thing.
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* In ''TabletopGame/MutantYearZero'' actions rolls only succeed if they land on a six, if not the roll fails, but the game offers a way to try the roll again at the risk of suffering injury. These are called ''Push'' rolls; the player picks up any of the dice that has not landed on a one or a six and rolls them again, but each dice that landed on a previously or newly rolled one now counts as damage to that [=PC=].
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* ''TabletopGame/TheOneRing'': All rolls are made with a twelve-sided Fate Die, plus a number of six-sided Success Dice representing the character's level of skill in the relevant ability. The Fate Die has an "Eye of Sauron" icon that not only causes the roll to fail but also draws Sauron's attention; once enough Eyes are accumulated, something goes awfully wrong at the worst possible time.

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* ''TabletopGame/TheOneRing'': All rolls are made with dice roll pools include a twelve-sided Fate Die, plus a number of six-sided Success Dice representing the character's level of skill in the relevant ability. The Fate Die has an with one "Eye of Sauron" icon face that not only causes the counts as a zero. If a dice roll includes the Eye and fails to fail but also draws Sauron's attention; once enough meet the target number, it goes badly wrong somehow, such as by leaving a combatant open to an automatic Called Shot from an enemy. Eyes are accumulated, something goes awfully wrong at also tallied; once the worst possible time."Eye Awareness" score passes a threshold, the forces of darkness will soon visit some kind of misfortune on the player characters.
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* One chapter of ''Manga/KaguyaSamaLoveIsWar'' has the Student Council playtesting a board game that Fujiwara made with the rest of the Tabletop Gaming Club. On his first turn, Ishigami lands on an instant death space and ends up getting a one on his saving throw.
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If being used on everything from swordplay to rock climbing, it may be a game mechanic meant to show the inherent danger in messing about with such dangerous things. Perhaps it's described as the unseen weak chink in the armour or the sudden gust of wind or [[JerkassGods the gods just being dicks]] that day. When used only on particular items or actions, it could be used to show how they are the riskier choice or contain some particular special power that must be paid off for with a special risk (see AwesomeButImpractical).

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If being used on everything from swordplay to rock climbing, it may be a game mechanic meant to show the inherent danger in messing about with such dangerous things. Perhaps it's described as the unseen weak chink in the armour or the sudden gust of wind or [[JerkassGods the gods just being dicks]] that day. When used only on particular items or actions, it could be used to show how they are the riskier choice or contain some particular special power that must be paid off for with a special risk (see AwesomeButImpractical).
AwesomeButImpractical and DifficultButAwesome).



No matter how small or large the chance of their randomly cropping up in a given system may be, critical failures will almost inevitably have more of an adverse effect on the ''[[PlayerCharacter player]]'' [[PlayerCharacter characters]] than they will on the {{NPC}}s. After all, the [=PCs=] are the characters for whom the dice get rolled by far the most often -- and as the main protagonists, anything bad that happens to ''them'' will also likely impact the game itself and the associated experience far more than just [[{{Mook}} random anonymous orc #7]] fumbling and dropping his sword.

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No matter how small or large the chance of their randomly cropping up in a given system may be, critical failures will almost inevitably have more of an adverse effect on the ''[[PlayerCharacter player]]'' [[PlayerCharacter characters]] than they will on the {{NPC}}s. After all, the [=PCs=] are the characters for whom the dice get rolled by far the most often -- and as the main protagonists, anything bad that happens to ''them'' will also likely impact the game itself and the associated experience far more than just [[{{Mook}} random anonymous orc #7]] fumbling and dropping his sword.
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* ''Webcomic/KnightsOfBuenaVista'' is a CampaignComic covering ''{{Disney/Frozen}}'', and the EndlessWinter is due to Adriana rolling a 1 when she tries to melt the ice bridge she made to cross the fjord.

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* ''Webcomic/KnightsOfBuenaVista'' is a CampaignComic covering ''{{Disney/Frozen}}'', ''WesternAnimation/Frozen2013'', and the EndlessWinter is due to Adriana rolling a 1 when she tries to melt the ice bridge she made to cross the fjord.
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* ''WebVideo/TFSAtTheTable'''s main party came to be known as The Natural One-ders for their high propensity of these. Possibly the most {{JustForFun/egregious}} example is in Chapter 2, when a boss monster raised itself to begin the battle - and, due to three successive 1's, fell underneath its own weapon and crashed through the floor and into the ocean.

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* ''WebVideo/TFSAtTheTable'''s main party came to be known as The Natural One-ders for their high propensity of these. Possibly Worth noting, Game Master Chris Zito had an additional layer to this: if a player rolled a Natural 1, they would then have to roll percentile dice to determine the most {{JustForFun/egregious}} example is severity of their failure. However, this came back to bite Zito in Chapter 2, when one particular episode where he kicked off a boss monster raised itself to begin the battle - and, due by rolling two Natural 1s followed by a 1 for severity, which lead to three successive 1's, fell underneath its own weapon and crashed the boss slipping on ball bearings, breaking through the floor bottom of the ship, and into sinking to the bottom of the ocean.
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* [[http://biggercheese.com/index.php?comic=605 The cops find]] Thanatos in ''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.

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* [[http://biggercheese.com/index.php?comic=605 The cops find]] Thanatos in ''Webcomic/BiggerThanCheeses'' with a red smear of chunky slops all over his face and hands, elbow deep in a used tampon dispenser.disposal. "Critical" fumble indeed.
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** The ''M.E.R.P (TabletopGame/MiddleEarthRolePlaying)'' game is a variation of TabletopGame/RoleMaster, and has some interesting ones for critical failures covering everything from simply inconvenient, to embarrassing, to downright deadly, depending on actions taken and roll made on fumble chart. These can include dropping or breaking your weapon or failing to move, causing a critical strike to yourself, biting off your own tongue and swallowing it, tripping up and landing in an embarrassing position, shooting yourself in the foot, or falling and crushing your own skull and dying, and my personal favourite, for those fighting from a mount: “you drive the point of your weapon into the ground, pole vault 30 feet, and take a 'C' crush critical to yourself”.

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** The ''M.E.R.P P. (TabletopGame/MiddleEarthRolePlaying)'' game is a variation of TabletopGame/RoleMaster, and has some interesting ones for critical failures covering everything from simply inconvenient, to embarrassing, to downright deadly, depending on actions taken and roll made on fumble chart. These can include dropping or breaking your weapon or failing to move, causing a critical strike to yourself, biting off your own tongue and swallowing it, tripping up and landing in an embarrassing position, shooting yourself in the foot, or falling and crushing your own skull and dying, and my personal favourite, for those fighting from a mount: “you drive the point of your weapon into the ground, pole vault 30 feet, and take a 'C' crush critical to yourself”.
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** M.E.R.P (Middle Earth Role Playing) game was a variation of TabletopGame/RoleMaster, and has some interesting ones for critical failures covering everything from simply inconvenient, to embarrassing, to downright deadly, depending on actions taken and roll made on fumble chart. These can include dropping or breaking your weapon or failing to move, causing a critical strike to yourself, biting off your own tongue and swallowing it, tripping up and landing in an embarrassing position, shooting yourself in the foot, or falling and crushing your own skull and dying, and my personal favourite, for those fighting from a mount: “you drive the point of your weapon into the ground, pole vault 30 feet, and take a 'C' crush critical to yourself”.

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** M.The ''M.E.R.P (Middle Earth Role Playing) (TabletopGame/MiddleEarthRolePlaying)'' game was is a variation of TabletopGame/RoleMaster, and has some interesting ones for critical failures covering everything from simply inconvenient, to embarrassing, to downright deadly, depending on actions taken and roll made on fumble chart. These can include dropping or breaking your weapon or failing to move, causing a critical strike to yourself, biting off your own tongue and swallowing it, tripping up and landing in an embarrassing position, shooting yourself in the foot, or falling and crushing your own skull and dying, and my personal favourite, for those fighting from a mount: “you drive the point of your weapon into the ground, pole vault 30 feet, and take a 'C' crush critical to yourself”.
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"Critical Miss" redirects here. Click [[WebComic/CriticalMiss here]] for the webcomic ''Webcomic/CriticalMiss'' and [[WebComic/ParadoxSpace here]] for the ''WebComic/ParadoxSpace'' comic. Not to be confused with CriticalDissonance, which is when critics' opinions on a work fail to match the general public's.

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"Critical Miss" redirects here. Click [[WebComic/CriticalMiss here]] for the webcomic ''Webcomic/CriticalMiss'' and [[WebComic/ParadoxSpace here]] for the ''WebComic/ParadoxSpace'' comic. Not to be confused with CriticalDissonance, which is when critics' opinions on a work fail to match the general public's.
public's, and CriticalResearchFailure, which is when a factual mistake is made.
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** During the Kamino arc, Corey makes the near-fatal mistake of trying to ''quick''-draw his lightsaber instead of just pulling it out like normal. Quick-drawing has different, more complex rules from the normal way, with a correspondingly higher chance of failure... meaning, [[MurphysLaw naturally]], that Corey rolls a 1 and the DM rules that Luke accidentally ''left his lightsaber back on the ship''.
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* In ''VideoGame/AIDungeon2'', putting in the preface 'attempt to' can result in this; the most common result being [[RocksFallEveryoneDies the player characters death]]. [[AllJustADream Rarely]] [[YourPrincessIsInAnotherCastle does it ever]] [[MindScre actually end the story though.]]

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* In ''VideoGame/AIDungeon2'', putting in the preface 'attempt to' can result in this; the most common result being [[RocksFallEveryoneDies the player characters death]]. [[AllJustADream Rarely]] [[YourPrincessIsInAnotherCastle does it ever]] [[MindScre [[MindScrew actually end the story though.]]
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* In ''VideoGame/AIDungeon2'', putting in the preface 'attempt to' can result in this; the most common result being [[RocksFallEveryoneDies the player characters death]]. [[AllJustADream Rarely]] [[YourPrincessIsInAnotherCastle does it ever]] [[MindScre actually end the story though.]]

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* 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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* 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. all:
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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 automatic critical hits to the legs that goes up if used on multiple turns in a row. row. Note that even if you roll a 2 while firing an ultra autocannon in ultra mode, it's still not an automatic miss- if your target number was low enough you still hit the target even though the weapon is now useless for the rest of the game.
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[[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. damage.
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It's possible to get a critical failure on ''movement'' as well; turning on roads while moving at a run and crossing roads (which speed up movement for some vehicle types) then leaving the hex you're in 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.ice. However the roll's number is based on how far you've moved, and if you have a good enough pilot it's possible that you will automatically succeed.
** The most blatant examples of a critical failure, however, goes to the High Velocity Autocannon, or HVAC and the flail. On a roll of 2, the gun's highly volitile ammunition detonates inside the barrel, destroying the weapon and damaging the mech. There's a reason HVACs are considered to be one of the worst weapons in the game. When using a flail, meanwhile, if you roll low enough on the attack roll you automatically hit yourself with it.

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