Follow TV Tropes

Following

History Sandbox / RandomCriticalHit

Go To

OR

Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* ''TabletopGame/DungeonsAndDragons'' has random crits determined by the dice roll of the attack. The specifics vary from edition to edition, but the most famous incarnation is the UsefulNotes/D20System's "natural 20" (getting a result of 20 on the 20-sided die, before adding any modifiers), though it's possible to increase this (ie, a crit on a 19 and up, or 18 and up, or 17 and up...) with certain items, spells, or abilities. Some games using the system (such as ''TabletopGame/MutantsAndMasterminds'') also use critical successes on ''anything'' that involves rolling a [=d20=] (which, in the d20 system, is virtually everything) rather than only on attacks.

to:

* ''TabletopGame/DungeonsAndDragons'' has random crits determined by the dice roll of the attack. The specifics vary from edition to edition, but the most famous incarnation is the UsefulNotes/D20System's MediaNotes/D20System's "natural 20" (getting a result of 20 on the 20-sided die, before adding any modifiers), though it's possible to increase this (ie, a crit on a 19 and up, or 18 and up, or 17 and up...) with certain items, spells, or abilities. Some games using the system (such as ''TabletopGame/MutantsAndMasterminds'') also use critical successes on ''anything'' that involves rolling a [=d20=] (which, in the d20 system, is virtually everything) rather than only on attacks.



* Any game based on ''TabletopGame/DungeonsAndDragons'' or the UsefulNotes/D20System, such as the ''VideoGame/BaldursGate'' and ''VideoGame/KnightsOfTheOldRepublic'' series, generally uses critical hits in the same manner as their tabletop counterpart.

to:

* Any game based on ''TabletopGame/DungeonsAndDragons'' or the UsefulNotes/D20System, MediaNotes/D20System, such as the ''VideoGame/BaldursGate'' and ''VideoGame/KnightsOfTheOldRepublic'' series, generally uses critical hits in the same manner as their tabletop counterpart.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Ys}}: The Ark of Napishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks.

to:

* ''VideoGame/{{Ys}}: The Ark of Napishtim'' ''VideoGame/YsVITheArkOfNapishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks.
Is there an issue? Send a MessageReason:
None


* ''Franchise/{{Ys}}: The Ark of Napishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks.

to:

* ''Franchise/{{Ys}}: ''VideoGame/{{Ys}}: The Ark of Napishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PerfectWorld'' has a crit rate is based on Dexterity, so classes that use a lot of Dexterity anyway (like [[GlassCannon Archers]]) get crits at GameBreaker rates. This is exceedingly annoying in PvP.

to:

* ''VideoGame/PerfectWorld'' has a crit rate is based on Dexterity, so classes that use a lot of Dexterity anyway (like [[GlassCannon Archers]]) get crits at GameBreaker rates. This is exceedingly annoying in PvP.[[PlayerVersusPlayer PvP]].
Is there an issue? Send a MessageReason:
Correcting a link's namespace.


* ''TabletopGame/DungeonsAndDragons'' has random crits determined by the dice roll of the attack. The specifics vary from edition to edition, but the most famous incarnation is the TabletopGame/D20System's "natural 20" (getting a result of 20 on the 20-sided die, before adding any modifiers), though it's possible to increase this (ie, a crit on a 19 and up, or 18 and up, or 17 and up...) with certain items, spells, or abilities. Some games using the system (such as ''TabletopGame/MutantsAndMasterminds'') also use critical successes on ''anything'' that involves rolling a [=d20=] (which, in the d20 system, is virtually everything) rather than only on attacks.

to:

* ''TabletopGame/DungeonsAndDragons'' has random crits determined by the dice roll of the attack. The specifics vary from edition to edition, but the most famous incarnation is the TabletopGame/D20System's UsefulNotes/D20System's "natural 20" (getting a result of 20 on the 20-sided die, before adding any modifiers), though it's possible to increase this (ie, a crit on a 19 and up, or 18 and up, or 17 and up...) with certain items, spells, or abilities. Some games using the system (such as ''TabletopGame/MutantsAndMasterminds'') also use critical successes on ''anything'' that involves rolling a [=d20=] (which, in the d20 system, is virtually everything) rather than only on attacks.



* Any game based on ''TabletopGame/DungeonsAndDragons'' or the D20System, such as the ''VideoGame/BaldursGate'' and ''VideoGame/KnightsOfTheOldRepublic'' series, generally uses critical hits in the same manner as their tabletop counterpart.

to:

* Any game based on ''TabletopGame/DungeonsAndDragons'' or the D20System, UsefulNotes/D20System, such as the ''VideoGame/BaldursGate'' and ''VideoGame/KnightsOfTheOldRepublic'' series, generally uses critical hits in the same manner as their tabletop counterpart.
Is there an issue? Send a MessageReason:
None


* ''{{Rolemaster}}'' has its criticals be random twice over; you rolled your attack and consulting the weapon's table to see if your result was a crit, then you rolled on the crit table to see what the effect of the crit was.

to:

* ''{{Rolemaster}}'' ''TabletopGame/{{Rolemaster}}'' has its criticals be random twice over; you rolled your attack and consulting the weapon's table to see if your result was a crit, then you rolled on the crit table to see what the effect of the crit was.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/{{Warhammer}} Fantasy Roleplay'' has the "Ulric's Fury!" rule, where rolling maximum damage and then succeeding on a weapon skill check allows you to roll damage again and add that to your total (and this continues until you fail the check or roll less than maximum damage). The ''Franchise/{{Warhammer 40000}}'' version, ''TabletopGame/DarkHeresy'', has the same thing (now called the "Righteous Fury!".

to:

* ''TabletopGame/{{Warhammer}} Fantasy Roleplay'' has the "Ulric's Fury!" rule, where rolling maximum damage and then succeeding on a weapon skill check allows you to roll damage again and add that to your total (and this continues until you fail the check or roll less than maximum damage). The ''Franchise/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' version, ''TabletopGame/DarkHeresy'', has the same thing (now called the "Righteous Fury!".



* Both the ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}'' wargames themselves have critical hit mechanics that activate on rolling max damage.

to:

* Both the ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40000}}'' ''TabletopGame/Warhammer40000'' wargames themselves have critical hit mechanics that activate on rolling max damage.
Is there an issue? Send a MessageReason:
None


* Present in the ''Franchise/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.

to:

* Present in the ''Franchise/{{Lufia}}'' ''VideoGame/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.

Added: 9449

Changed: 13377

Removed: 7910

Is there an issue? Send a MessageReason:
None


!!Examples:

to:

!!Examples:
!!Examples



* ''Roleplay/DestroyTheGodmodder'': An attack has a random chance of critting, which is a 2x damage bonus. There's also mini-crits, which give a 1.5x bonus. Players tend to boost each others' attacks frequently, so expect a lot of these.

to:

* ''Roleplay/DestroyTheGodmodder'': An attack has a random Crits can happy randomly on any attack, and the chance of critting, which is a 2x damage bonus. There's also mini-crits, which give a 1.5x bonus. Players tend to boost each others' attacks can be boosted by allied players. This boosting happens frequently, so expect crits are a lot of these.regular occurrence.



[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons''
** The best known is, of course, rolling a "natural 20"[[note]]that is, getting a result of 20 when rolling a 20-sided die, before any modifiers are applied[[/note]] 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 things besides attacks (like skill checks) to crit, and also made critical hits in combat more complicated. The initial roll wasn't an automatic crit, it was a "threat", which had to be "confirmed" with a second roll. If the threat fails to confirm, the attack is a normal hit, not a crit. Different weapons also had different crit rates; everything got a threat on a natural 20, but some weapons would get a threat on lower numbers as well (eg, rolling 19 ''or'' 20 is a threat). Some spells and abilities could increase this evne further, and some builds [[CriticalHitClass took advantage of this]], rolling threats virtually every time they attacked.
** 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.
** 4th edition, unlike earlier editions, has no creatures that were immune to 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).
* ''{{Rolemaster}}'' had pages upon pages of critical hit tables. It was famous for them. Overcoming your opponent in a battle in Rolemaster isn't so much about draining their hit points but landing criticals. Each attack consists of an attack roll (adding your skill bonus for the weapon you're using and subtracting the enemy's defensive bonus), and if the weapon's attack table indicates that you get a critical hit you roll for the critical (the severity of which depends on whether your hit resulted in A, B, C, D or E criticals) and see how well you succeed in that critical, the results of which range anywhere from small wounds to smashed skulls, so the criticals play a... erm, ''[[IncrediblyLamePun critical]]'' role in resolving a combat.
* ''TabletopGame/{{Warhammer}} Fantasy Roleplay'' has the "Ulric's Fury!" (shouting it out loud when you get one optional), caused by rolling a 10 on a damage d10 and succeeding at a weapon skill check that allows you to roll another d10 for damage. And if that one comes up a 10 too, you keep on rolling, stopping only after you roll something other than a 10.
** The 40K version, ''DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout).
** ''TabletopGame/BlackCrusade'' replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than simply dealing additional damage.
* ''TabletopGame/{{Warhammer}}'' has a few of them itself: Irresistible 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]].
** Now an official rule, in 8th Edition. Also, Irresistible Force now not only counts as a critical cast, but also a miscast -- it deals extra damage to the target, but also does damage to the attacker.
* ''TabletopGame/{{Warhammer 40000}}'' 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.
** In one of the previous Chaos SpaceMarine 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.
** Leadership tests in ''TabletopGame/{{Warhammer 40000}}'' (one of the few rolls where rolling less is better) automatically succeed when a double one is rolled, in spite of any penalties or debuffs that would require to roll 1 or less. PsychicPowers use leadership tests where double ones and double sixes cause miscasts: The rules explicitly state that when rolling a double one, a psyker manages to cast the spell even if it kills him.
** The Six Edition has "precision shots" rule for Characters, that allows them to shoot at a single model rather than the whole unit if they roll a 6 to hit. Also, "rending" weapons wound regardless of Toughness and ignore armor saves when rolling 6 to wound.
** The Ork tellyport blasta has both the "rending" rule and a rule that makes its wounds "instant death" ones when rolling 6.
* The ''TabletopGame/NewWorldOfDarkness'' has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "dice pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[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.
** Other Whitewolf games such as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
* The ''SavageWorlds'' system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
* ''{{TabletopGame/BattleTech}}'' has a system of critical hits that applies during a variety of situations. The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. (Modern units can have [=CASE=] -- anti-blast magazines by any other name -- installed to mitigate the damage to an extent; for anything without, it's usually a OneHitKill.). Most components suffer a CriticalExistenceFailure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored[[note]]It's not so much the "head" but the "cockpit canopy glass"[[/note]]. Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits will hurt and potentially knock out (or sometimes even kill) the pilot. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) 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...well, [[NumberOfTheBeast 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 [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
* Much like ''TabletopGame/InNomine'', ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** 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.
* In ''EclipsePhase'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* ''TabletopGame/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.
* ''NewHorizon'' lists a one on the [[ColorCodedForYourConvenience black die]] as an instant success, to be measured by the level of the white die.
* ''MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)

to:

[[folder:Tabletop Games]]
RPG]]
* ''TabletopGame/DungeonsAndDragons''
**
''TabletopGame/DungeonsAndDragons'' has random crits determined by the dice roll of the attack. The best known is, of course, rolling a specifics vary from edition to edition, but the most famous incarnation is the TabletopGame/D20System's "natural 20"[[note]]that is, getting 20" (getting a result of 20 when rolling a on the 20-sided die, before adding any modifiers are applied[[/note]] 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 things besides attacks (like skill checks)
modifiers), though it's possible to crit, and also made critical hits in combat more complicated. The initial roll wasn't an automatic crit, it was a "threat", which had to be "confirmed" with a second roll. If the threat fails to confirm, the attack is a normal hit, not a crit. Different weapons also had different crit rates; everything got a threat on a natural 20, but some weapons would get a threat on lower numbers as well (eg, rolling 19 ''or'' 20 is a threat). Some spells and abilities could increase this evne further, (ie, a crit on a 19 and some builds [[CriticalHitClass took advantage of this]], up, or 18 and up, or 17 and up...) with certain items, spells, or abilities. Some games using the system (such as ''TabletopGame/MutantsAndMasterminds'') also use critical successes on ''anything'' that involves rolling threats a [=d20=] (which, in the d20 system, is virtually every time they attacked.
** 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.
** 4th edition, unlike earlier editions, has no creatures that were immune to critical hits. All weapons deal max damage
everything) rather than only 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).
attacks.
* ''{{Rolemaster}}'' had pages upon pages of critical hit tables. It was famous for them. Overcoming has its criticals be random twice over; you rolled your opponent in a battle in Rolemaster isn't so much about draining their hit points but landing criticals. Each attack consists of an attack roll (adding your skill bonus for the weapon you're using and subtracting the enemy's defensive bonus), and if consulting the weapon's attack table indicates that you get a critical hit you roll for the critical (the severity of which depends on whether to see if your hit resulted in A, B, C, D or E criticals) and result was a crit, then you rolled on the crit table to see how well you succeed in that critical, what the results effect of which range anywhere from small wounds to smashed skulls, so the criticals play a... erm, ''[[IncrediblyLamePun critical]]'' role in resolving a combat.
crit was.
* ''TabletopGame/{{Warhammer}} Fantasy Roleplay'' has the "Ulric's Fury!" (shouting it out loud when you get one optional), caused by rule, where rolling a 10 on a maximum damage d10 and then succeeding at on a weapon skill check that allows you to roll another d10 for damage. And if damage again and add that one comes up a 10 too, to your total (and this continues until you keep on rolling, stopping only after you fail the check or roll something other less than a 10.
**
maximum damage). The 40K ''Franchise/{{Warhammer 40000}}'' version, ''DarkHeresy'', ''TabletopGame/DarkHeresy'', has the same thing (only it's now (now called the "Righteous Fury!", and isn't nearly as fun to shout).
Fury!".
** ''TabletopGame/BlackCrusade'' replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than simply dealing additional damage.
"hurting more" blows.
* Both the ''TabletopGame/{{Warhammer}}'' has a few of them itself: Irresistible 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]].
** Now an official rule, in 8th Edition. Also, Irresistible Force now not only counts as a critical cast, but also a miscast -- it deals extra damage to the target, but also does damage to the attacker.
*
''TabletopGame/{{Warhammer 40000}}'' 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.
** In one of the previous Chaos SpaceMarine codexes, the [[{{BFS}} Axe of Khorne]] granted the wielder an extra attack for each roll of 6
wargames themselves have critical hit mechanics that came up to hit. And if any of those came up as 6. With no upper limit activate 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.
** Leadership tests in ''TabletopGame/{{Warhammer 40000}}'' (one of the few rolls where
rolling less is better) automatically succeed when a double one is rolled, in spite of any penalties or debuffs that would require to roll 1 or less. PsychicPowers use leadership tests where double ones max damage.
* ''Creator/WhiteWolf'' games like ''TabletopGame/{{Exalted}}'', ''TabletopGame/{{Scion}}'',
and double sixes cause miscasts: The rules explicitly state that when rolling a double one, a psyker manages to cast the spell even if it kills him.
** The Six Edition has "precision shots" rule for Characters, that allows them to shoot at a single model rather than the whole unit if they roll a 6 to hit. Also, "rending" weapons wound regardless of Toughness and ignore armor saves when rolling 6 to wound.
** The Ork tellyport blasta has
''TabletopGame/SavageWorlds'' as well as both the "rending" rule ''TabletopGame/{{Old|WorldOfDarkness}}'' and a rule that makes its wounds "instant death" ones when rolling 6.
* The
''TabletopGame/NewWorldOfDarkness'' has have dice-based crits in two versions of this, both of which apply to all sorts of rolls, not just combat. Players steps: you roll a "dice pool" certain number of dice and every die that comes up with an 8 or over is a success; if a die rolls above a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend value is a "success". Max rolls either allow you to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[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
keep rolling a 1, which can result in them having negative successes, and thus get a dramatic failure.
** Other Whitewolf games such
(effectively adding to your dice pool) or simply count as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have extra successes. If the rule that a 10 is two successes and the more number of successes you get (often end up with is a certain number, such as your opponent's total successes) lot more than the better the result.
* The ''SavageWorlds'' system has a similar mechanic, where rolling the highest
number on a die lets you reroll it and add, and every multiple of four over need, the difficulty you are makes the result better.
* ''{{TabletopGame/BattleTech}}''
action has a system of critical hits that applies during a variety of situations. The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. (Modern units can have [=CASE=] -- anti-blast magazines by any other name -- installed to mitigate the damage to an extent; for anything without, it's usually a OneHitKill.). Most components suffer a CriticalExistenceFailure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored[[note]]It's not so much the "head" but the "cockpit canopy glass"[[/note]]. Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits will hurt and potentially knock out (or sometimes even kill) the pilot. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
additional beneficial effects.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) the game uses a system of rolling 3 six sided dice, a natural roll three six-sided dice per roll. A result of 3 three ones (representing represents the Holy Trinity) is a "Divine Intervention" which Trinity and is good for angels and those allied with them, Heaven and bad for demons and their allies, Hell, while a natural roll of 3 three sixes (representing...well, [[NumberOfTheBeast you know)]] is an "Infernal Intervention" which is the NumberOfTheBeast and good for those on Hell's side and Hell but bad for those fighting for Heaven. Depending Heaven. It functions as a combined CriticalHit / CriticalFailure system depending on the nature and circumstances of the roll, these Interventions can be anything from a(n) (un)lucky coincidence to [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
who's rolling.
* Much like ''TabletopGame/InNomine'', ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having
also uses [=3d6=] as its main roll, and has a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice a crit and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is as a critical ''failure''.
** In combat, the most likely result of
failure. Later editions include natural 4s and 17s in this, since natural 3s and 18s are extremely unlikely.
* ''TabletopGame/EclipsePhase'' rolls two 10-sided dice and has
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.
* In ''EclipsePhase'', a
success or failure on doubles. 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is success and 99 always a critical failure, and 99 while other doubles succeed or fail as normal, but the result is always a critical failure.
crit either way.
* ''TabletopGame/UnknownArmies'' had perhaps the least forgiving critical hits in existence. A also uses a [=2d10=] roll of doubles and has crits on doubles, with the damage applying to your target if you hit and ''you'' if you missed. A max or minimum roll was an automatic OneHitKill (against your target or you, respectively).
* ''TabletopGame/NewHorizon'', which uses two color-coded dice, makes a minimum roll
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.
* ''NewHorizon'' lists a one on the [[ColorCodedForYourConvenience
black die]] as die an instant automatic success, to be measured by the level of the white die.
* ''MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out
with the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds
judged by the target's defense before calling it a critical; which lets you either make result of the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)white die.



* ''NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.

to:

* ''NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, ''TabletopGame/NinjaBurger'' has a mechanic where you test skills to complete your delivery. Rolling a roll of 3 or 4 on three six-sided dice means the ninja did something so awesome, they gain [=3d6=] as critical successes, which grants you one Honor (the game's Victory Points) victory points) just for that. In being that awesome.
* ''Fate''-based games like ''TabletopGame/TheDresdenFiles'' have critical hits on
a game which starts players with six Honor each scale, rather than having a sharp distinction between regular hits and ends typically when critical hits. The more you beat your target's defense by, the average Honor reaches ten or four, this is more damage you do, basically meaning that you get bonus damage for rolling well, rather than having to hit a considerable bonus. And Combat is a skill every ninja possesses.
specific crit condition.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.stunt.



[[folder:Video Games]]
* The ''VideoGame/DragonQuest'' series has several examples:
** ''VideoGame/DragonQuestI'' has random criticals ("A terrific blow!"), just to show how long this has been in console {{RPG}}s. Crits work by [[ArmorPiercingAttack ignoring the enemy's defense stat]], which means they're very useful for fighting enemies with relatively high defense for their HP, like {{Metal Slime}}s and the FinalBoss.
** ''VideoGame/DragonQuestII'' has critical hits for the player characters, in which they ignore defense and do double the usual damage. Ordinarily, enemies cannot land criticals, but a few late-game enemies ''can''. These enemies also happen to have amazing attack power, leading to an easy OneHitKill on anyone without a massive HP total.
** ''VideoGame/DragonQuestIX'' does this with both dodged and ''[[LuckilyMyShieldWillProtectMe blocked]]'' attacks: "Critical Hit! (enemy) smoothly dodged the attack."
** A couple of characters in the series can do EVEN MORE damage on a 'Trip and fall on the enemy' critical.
** At least in some of the later games, there are enemies that can get critical hits too, which the game refers to as "desperate attacks". Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. ''VideoGame/DragonQuestMonsters: Joker'' features a skill, Critical Miss, which prevents the target from dealing critical hits.
** In later games, spells can also "go haywire", which is the same thing.
** Some items and skills have in their description that they can "cause a critical hit". It ''does not'' mean that their damage can be increased like in a normal critical hit, but rather that they have a chance to cause a OneHitKill.
* In the ''{{Growlanser}}'' series, characters get random crits, and can learn skills that increase their critical rate.
* Any game based on ''TabletopGame/DungeonsAndDragons'' or d20 rulesets, such as the ''BaldursGate'' and ''KnightsOfTheOldRepublic'' series. ''Knights of the Old Republic'' includes one of the more compelex systems: generally, vibroblades, single lightsabers, and rifles can score a critical on a 19; everything else requires a 20. A few weapon upgrades make a weapon "keen", doubling the critical range, and the Sniper Shot and Critical Strike lines of feats also increase the odds of a critical. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], each weapon type has an keen upgrade, and disruptor weapons can score a critical on ''18''. A disruptor with an Accuracy Scope fired using Master Sniper Shot can score a critical on a ''6.''
* In the ''Franchise/{{Pokemon}}'' games, any move that does non-fixed damage has a 1/16 chance to crit, dealing extra damage and ignoring any stat changes (such as your attack being lowered or your target's defense being raised) that would reduce damage[[note]]in Generation I, it would ignore stat changes even if they ''increased'' your damage[[/note]]. The base crit chance can be increased by various things on a "level" system (eg, level 1 is standard 1/16 chance, and each higher level makes a crit more likely). The exact details vary from generation to generation, but crits remain potent enough to be major game-changes regardless.
** Generation V also added critical captures, when you throw a pokeball. The chance of a critical capture is the normal chance of capture, multiplied by a factor that increases as you get more entries in your Pokédex. The capture chance of a crit capture is the cube root of the normal capture rate -- this increases the odds because capture rates are percentages (eg, a normal capture rate of 1/8 becomes a crit capture rate of 1/2).
* The ''VideoGame/{{MOTHER}}'' series has ''SMASH'' attacks, which are critical hits that ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Each physical attack has a random chance of being a smash hit, with the rate determined by your Guts stat (higher Guts means more smash hits). Needless to say, these attacks usually work better for your ''enemies'', since they can get smash hits against you as well, and [[HealthDamageAsymmetry you tend to have high defense and low health, while they have high health and low defense]]. Not to mention that there are a lot more of them than you.

to:

[[folder:Video Games]]
Games - [=RPGs=]]]
* The ''VideoGame/DragonQuest'' series has several examples:
** ''VideoGame/DragonQuestI''
has random criticals crits from the very beginning ("A terrific blow!"), just to show how long this has been in console {{RPG}}s. Crits work by [[ArmorPiercingAttack ignoring the enemy's defense stat]], details of which means they're very useful for fighting enemies with relatively high defense for their HP, like {{Metal Slime}}s and the FinalBoss.
** ''VideoGame/DragonQuestII'' has critical hits for the player characters, in which they ignore defense and do double the usual damage. Ordinarily, enemies cannot land criticals, but a few late-game enemies ''can''. These enemies also happen to
have amazing attack power, leading varied throughout the life of the franchise. The original game even allowed you to an easy OneHitKill on anyone without a massive HP total.
** ''VideoGame/DragonQuestIX'' does this with both dodged
crit and ''[[LuckilyMyShieldWillProtectMe blocked]]'' attacks: "Critical Hit! (enemy) smoothly dodged the attack."
** A couple of characters in the series can do EVEN MORE damage on a 'Trip
still ''miss'' ("Excellent move! It is dodging!"). Later games allow spells to crit as well, add abilities that either crit or miss every time, and "trip and fall on the enemy' critical.
** At least in some of the later games, there are enemies
enemy" criticals that can get critical hits too, which the game refers to as "desperate attacks". Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. ''VideoGame/DragonQuestMonsters: Joker'' features a skill, Critical Miss, which prevents the target from dealing critical hits.
** In later games, spells can also "go haywire", which is the same thing.
** Some items and skills have in their description that they can "cause a critical hit". It ''does not'' mean that their
do even more damage can be increased like in a than normal critical hit, but rather that they have a chance to cause a OneHitKill.
* In the ''{{Growlanser}}'' series, characters get random crits, and can learn skills that increase their critical rate.
crits.
* Any game based on ''TabletopGame/DungeonsAndDragons'' or d20 rulesets, the D20System, such as the ''BaldursGate'' ''VideoGame/BaldursGate'' and ''KnightsOfTheOldRepublic'' series. ''Knights of the Old Republic'' includes one of the more compelex systems: generally, vibroblades, single lightsabers, and rifles can score a ''VideoGame/KnightsOfTheOldRepublic'' series, generally uses critical on a 19; everything else requires a 20. A few weapon upgrades make a weapon "keen", doubling hits in the same manner as their tabletop counterpart.
* In the ''VideoGame/{{Growlanser}}'' has random crits, though characters can learn skills that increase
critical range, rate, and the Sniper Shot and Critical Strike lines of feats also increase the odds of a critical. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], each weapon type has an keen upgrade, and disruptor weapons can score a critical on ''18''. A disruptor with an Accuracy Scope fired using Master Sniper Shot can score a critical on a ''6.''
some techniques are guaranteed to crit.
* In the The ''Franchise/{{Pokemon}}'' games, any move that does non-fixed damage has a 1/16 chance to crit, dealing extra damage and ignoring any stat changes (such as your attack being lowered or your target's defense being raised) that would reduce damage[[note]]in Generation I, it would ignore stat changes even if they ''increased'' your damage[[/note]]. games use critical hits. The base crit chance can be increased by various things on a "level" system (eg, level 1 is standard 1/16 chance, and each higher level makes a crit more likely). The exact details vary from generation to generation, but crits remain potent enough to be major game-changes regardless.
** Generation V also added critical captures, when you throw
any damage-dealing ability generally has a pokeball. The base 1/16 chance of a critical capture is the normal chance of capture, multiplied by a factor that increases as you get more entries in your Pokédex. The capture chance of a crit capture is the cube root of the normal capture rate -- this increases the odds because capture rates are percentages (eg, a normal capture rate of 1/8 becomes a crit capture rate of 1/2).
critting.
* The ''VideoGame/{{MOTHER}}'' series has ''SMASH'' attacks, which are random critical hits that ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Each physical attack has a random chance of being a smash hit, with the rate determined by whose frequency is based on your Guts stat (higher Guts means and occasionally weapon.
* ''VideoGame/PerfectWorld'' has a crit rate is based on Dexterity, so classes that use a lot of Dexterity anyway (like [[GlassCannon Archers]]) get crits at GameBreaker rates. This is exceedingly annoying in PvP.
* The ''VideoGame/{{Fallout}}'' games use crits at random based on a variety of factors, including stats, perks, equipment, and type of attack (aiming at [[BoomHeadshot the head]] is
more smash hits). Needless likely to say, these crit, for example), except for ''VideoGame/{{Fallout 4}}'' which has guaranteed crits based on a "critical meter" instead, though some Luck perks still have random crit-style effects.
* ''VideoGame/GoldenSun'' two types of random crits, regular critical hits and "Unleash" abilities that have unique magical effects. ''[[VideoGame/GoldenSunDarkDawn Dark Dawn]]'' uses Unleash abilities exclusively, but many low-level weapons have an Unleash named "critical hit" that simply does extra damage.
* The ''Franchise/FinalFantasy'' franchise usually has a standard random-chance-on-attack system, often based on weapon stats or a LuckStat. Some games (including the "Finisher" Gladiator [[JobSystem Job]] command in ''VideoGame/FinalFantasyV'', the "Deathblow" materia ''VideoGame/FinalFantasyVII'', and the Ranger ability "Smashing Blow" in ''VideoGame/FinalFantasyThe4HeroesOfLight'') have commands that result in either a critical hit or a clean miss.
* The ''VideoGame/HeroesOfMightAndMagic'' series use a LuckStat which determines a unit stack's chance to deal critical hits.
* In ''VideoGame/ChronoTrigger'', criticals are random based on the weapon being used.
** ''VideoGame/ChronoCross'', the sequel, has three different basic attack types: weak, strong, and fierce. Stronger
attacks usually work better for your ''enemies'', since they can get smash are more likely to crit (in additional to doing more base damage) but also lower accuracy.
* The ''VideoGame/MarioAndLuigi'' games has random "Lucky"
hits (with "Critical" hits meaning you hit a target's [[ElementalRockPaperScissors elemental weakness]].
* ''VideoGame/CityOfHeroes'' has a variety of critical hit mechanics, some of which are random. Scrappers have a set chance with every attack, with higher chances
against you as well, and [[HealthDamageAsymmetry you tend to higher-ranked enemies. Controllers have high defense and low a chance to overpower an enemy while held. Corruptors have a chance to land criticals any time the target is below 50% health, while they with the chance increasing as the target weakens.
** Stalkers also
have high health and low defense]]. Not to mention an interesting property in that each teammate nearby increases their chance of dealing critical damage. Apparently your chances of doing something impressive go up when there are a lot more players to witness it, though the explanation is that the other players are distracting the enemies enough for you to do your thing more often.
* ''VideoGame/WorldOfWarcraft'' has random crits based on your equipment stats, with some specs (like [[CriticalHitClass fire mages]]) focusing on them. However, it's Blizzard policy that the chance
of a critical shouldn't ever reach 50% (except where cooldowns or short-term talent effects are involved), since if it did, there would no longer be a critical hit system in place, just be critical failures.
* ''VideoGame/{{Diablo}}'' franchise uses random crit chance for all attacks.
* In ''VideoGame/PathOfExile'', critical hits chance is determined by the weapon (or spell) being used, but can be increased by passive skills and other equipment.
* ''VideoGame/SuperMarioRPG'' has random critical chance in addition to "timed hits" via ActionCommand.
* The "One More" system used by ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' feature random crits for basic physical attacks, with buffs and debuffs that can effect critical hit chance.
* In ''VideoGame/PlanetAlcatraz'', chances of critical hit depends on both the attacker's Critical Hit stat and the target's Avoid Critical stat.
* ''Franchise/{{Ys}}: The Ark of Napishtim'' and other 3D games in the series have [[LuckStat luck-based]] critical attacks.
* ''VideoGame/RagnarokOnline'' has critical hits based on your LuckStat, but it's so weak that it's generally considered a DumpStat.
* ''VideoGame/DragonAgeOrigins'' has rnadom crits determined by weapon type, with higher crit chance (like swords and daggers) balanced by low armor penetration compared to less-frequently critting weapons (like axes and warhammers).
* Present in the ''Franchise/{{Lufia}}'' series. In ''VideoGame/LufiaCurseOfTheSinistrals'', it's possible with Mystic Stones to raise a character's CRT stat to 100, which makes every single attack a critical hit.
* ''VideoGame/ABlurredLine'' uses random crits, though items such as Lucky Bandanna will increase their frequency.
* In ''VideoGame/TheFallLastDaysOfGaia'', a skill gives 10% chance of critical hits.
* In ''VideoGame/{{Neverend}}'', their likelihood is governed by the Perception stat. It's the only thing the stat does besides determining ActionInitiative, so no one bothers to invest in it.
* Critical hits are a significant part of the combat system in ''VideoGame/TheAgeOfDecadence''. Their likelihood governed by the Critical Strike skill. Some weapons (like swords) are also more likely to inflict
them than you.others (i.e hammers.)
* ''VideoGame/DeadState'' has random critical hits prominent in its combat system.
* The MMORPG ''VideoGame/StarTrekOnline'' has the mods [=[CrtH]=] (critical hit chance) and [=[CrtD]=] (critical severity). The former gives a weapon a 2% better chance at dealing a Critical Hit while the latter gives the weapon 20% extra damage when Critically Hit. Antiproton weapons have a natural [=[CrtD]=] and there are numerous items that boost both levels substantially.


Added DiffLines:


[[folder:Video Games - Shooters]]
* ''VideoGame/TeamFortress2'' has a rather complex critical hit system, especially for a FirstPersonShooter. There are a variety of buffs that cause automatic crits, but every shot has a crit chance based on the weapon (melee weapons crit more often, for example) and the amount of damage you've done in the last 20 seconds -- if you've manage to cause a ton of mayhem by yourself, you're more likely to crit and [[UnstableEquilibrium continue your streak]].
* ''VideoGame/{{Borderlands}}'' has elemental weapons that have a chance of exploding in their element rather than just plain shooting. When this triggers, it either starts the enemy taking continuous damage or does boosted damage for that one hit. Better guns do it more often. Morcedai also has skills that give a random chance for melee or ranged attacks to do extra damage.
* In ''VideoGame/{{Warframe}}'', every weapon has an innate critical hit chance per shot, ranging from 0% to 50%. Weapon modifications can increase this, and certain Warframe abilities can increase it as well. A weapon with a crit chance over 100% can inflict "red" crits for massive damage when it rolls two crits on the same bullet. Several Warframes and weapons are [[CriticalHitClass built specifically for critical hits]].
* ''VideoGame/DarkestDungeon'''s crit system is random based on the attack being used.
[[/folder]]

[[folder:Video Games - Strategy Games]]
* ''Franchise/FireEmblem'' makes extensive use of random critical hits, based on a unit's class, stats, and weapon. Some entries in the franchise also have skills with their own chance to activate, based on the skill itself.
* The RealTimeStrategy game ''VideoGame/{{Warcraft}} 3'' had a critical hit mechanic. This was an ability restricted to certain units -- a few Heroes could get it as as normal ability, while other heroes could find items to give them bonuses.
* The ''VideoGame/SuperRobotWars'' series uses random critical hits, though there's also a spirit command in some of the games that makes every attack made by that unit a critical attack for one turn.
* ''VideoGame/DisgaeaHourOfDarkness'' has its weapons have a fixed chance for criticals, with Axes having the highest natural chance (30%). ''VideoGame/Disgaea2CursedMemories'' 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 ''VideoGame/Disgaea3AbsenceOfJustice'' can get an evility that gives him guaranteed Critical hits when he has an axe.
* In ''VideoGame/MasterOfOrion II'' there's a chance (enhanced with a special targeting system) of hitting a ship's weapons and other systems after DeflectorShields and armor have been stripped away. This does SubsystemDamage and applies debuffs to the target.
* In ''VideoGame/ShiningForce'' as a random per-attack crit chance.
* ''Videogame/WarlordsBattlecry'' uses random crits with a variety of different effects.
* In ''VideoGame/YuGiOhMonsterCapsuleGB'', rolling a 10 or above means a critical hit, with 00 giving you the highest damage possible for one.
* In ''VideoGame/SilentStorm'', some of the classes have perks that affect crit chance.
[[/folder]]

[[folder:Video Games - Other]]
* ''VideoGame/FruitNinja'' gives critical hits randomly.
* ''VideoGame/{{Terraria}}'' also has critical hits which the chance can be boosted by reforged items/weapons, buff potions, armor and armor bonuses, etc.
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' used many RPGElements, including critical hits. Crit rates are dependent on the equipped weapon as well as the character's LuckStat.
* When Shingo Yabuki first showed up in ''VideoGame/TheKingOfFighters'', he was a JokeCharacter with one benefit -- his attacks randomly dealt a lot more damage and knocked the enemy a far distance back. The game showed the words "Critical Hit" when this happened. By KOF XI, Shingo had gained more power to balance him with the rest of the cast, so this ability went away.
* ''VideoGame/IkariWarriors''' Ralf Jones had a particular move, the Ralf Kick, which had a random chance to do extra damage and more knockback.
* ''VideoGame/MeltyBlood'' has critical hits on every attack, dealing 1.5x normal damage.
* ''VideoGame/DwarfFortress'' relies entirely on SubsystemDamage, which is random, so although there's no formal critical hit mechanic, having a shot that randomly destroys a vital organ and instantly kills the target is effectively the same thing.
* ''VideoGame/{{Dex}}'' has crits both randomly and by hitting specific areas (such as [[BoomHeadshot shooting enemies in the head]]).
* In ''VideoGame/MonsterHunter'', each weapon has an "Affinity" rating expressed as a percentage, indicating the probability that a given hit will become a critical hit. There are also weapons that have negative Affinity, which instead gives your weapon a chance of "feeble hits" that do less damage than usual. Some equipment skills can alter your Affinity; for example, the Critical Draw skill boosts your weapon's draw attack Affinity by 100%[[note]]note that this is only a guaranteed critical if your weapon has a non-negative Affinity[[/note]], while the Critical Eye skill will increase or decrease your weapon's overall Affinity.
* In ''VideoGame/NeoQuest II'' you can only get this by using level points to upgrade Critical Hit levels, and only Rohane can use it.
[[/folder]]

Added: 4455

Changed: 1580

Is there an issue? Send a MessageReason:
None


A random critical hit is a type of CriticalHit where the possibility of any given attack being a critical hit is random, rather than being determined by the player's actions. Often the chance of getting a crit can be influenced, through a LuckStat (or a stat that specifically affects the frequency of your critical hits), by using different weapons or abilities that have different critical hit rates, or via positioning attacking characters to take advantage of GeoEffects (or merely let them [[BackStab attack from behind]]). When random critical hits are in effect, though, none of these things will ''guarantee'' a crit -- even if you have a 90% chance of critting on any given attack, whether you ''actually'' crit or not is ultimately up to the RandomNumberGod.

Most common in TabletopGames and VideoGames where there's some element of randomness in whether your attacks hit at all. As with any randomness in game mechanics, random critical hits help make things more interesting by making events less predictable. A lucky crit can turn a losing battle into a hard-won victory -- and an ''un''lucky crit can turn an easy RandomEncounter into a scramble for survival (or a GameOver if you're ''really'' unlucky).

to:

A random critical hit is a type of CriticalHit where the possibility of any given attack being a critical hit is random, rather than being determined by the player's actions. They're most common in TabletopGames and VideoGames where there's some element of randomness in whether your attacks hit at all. In tabletop games, the rule is most often that you crit on a maximum possible dice roll (or minimum, if lower numbers are better) -- a ''TabletopGame/DungeonsAndDragons'' "natural 20" (a result of 20 on a 20-sided die) is the classic example of this. Video games, with the math being done by the computer and hidden from the player, can get rather more complicated in their randomness.

Often the chance of getting a crit can be influenced, through a LuckStat (or a stat that specifically affects the frequency of your critical hits), by using different weapons or abilities that have different critical hit rates, or via positioning attacking characters to take advantage of GeoEffects (or merely let them [[BackStab attack from behind]]). When random critical hits are in effect, though, none of these things will ''guarantee'' a crit -- even if you have a 90% chance of critting on any given attack, whether you ''actually'' crit or not is ultimately up to the RandomNumberGod.

Most common in TabletopGames and VideoGames where there's some element of randomness in whether your attacks hit at all.
RandomNumberGod. As with any randomness in game mechanics, random critical hits help make things more interesting by making events less predictable. A Either way, a lucky crit can turn a losing battle into a hard-won victory -- and an ''un''lucky crit can turn an easy RandomEncounter into a scramble for survival (or a GameOver if you're ''really'' unlucky).


Added DiffLines:

[[folder:Video Games]]
* The ''VideoGame/DragonQuest'' series has several examples:
** ''VideoGame/DragonQuestI'' has random criticals ("A terrific blow!"), just to show how long this has been in console {{RPG}}s. Crits work by [[ArmorPiercingAttack ignoring the enemy's defense stat]], which means they're very useful for fighting enemies with relatively high defense for their HP, like {{Metal Slime}}s and the FinalBoss.
** ''VideoGame/DragonQuestII'' has critical hits for the player characters, in which they ignore defense and do double the usual damage. Ordinarily, enemies cannot land criticals, but a few late-game enemies ''can''. These enemies also happen to have amazing attack power, leading to an easy OneHitKill on anyone without a massive HP total.
** ''VideoGame/DragonQuestIX'' does this with both dodged and ''[[LuckilyMyShieldWillProtectMe blocked]]'' attacks: "Critical Hit! (enemy) smoothly dodged the attack."
** A couple of characters in the series can do EVEN MORE damage on a 'Trip and fall on the enemy' critical.
** At least in some of the later games, there are enemies that can get critical hits too, which the game refers to as "desperate attacks". Depending on how strong your party is, and the strength of the enemy, a desperate attack could leave you at death's door. Your best bet is to keep your party fully healed and try to disable any monsters that you know are capable of desperate attacks. ''VideoGame/DragonQuestMonsters: Joker'' features a skill, Critical Miss, which prevents the target from dealing critical hits.
** In later games, spells can also "go haywire", which is the same thing.
** Some items and skills have in their description that they can "cause a critical hit". It ''does not'' mean that their damage can be increased like in a normal critical hit, but rather that they have a chance to cause a OneHitKill.
* In the ''{{Growlanser}}'' series, characters get random crits, and can learn skills that increase their critical rate.
* Any game based on ''TabletopGame/DungeonsAndDragons'' or d20 rulesets, such as the ''BaldursGate'' and ''KnightsOfTheOldRepublic'' series. ''Knights of the Old Republic'' includes one of the more compelex systems: generally, vibroblades, single lightsabers, and rifles can score a critical on a 19; everything else requires a 20. A few weapon upgrades make a weapon "keen", doubling the critical range, and the Sniper Shot and Critical Strike lines of feats also increase the odds of a critical. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], each weapon type has an keen upgrade, and disruptor weapons can score a critical on ''18''. A disruptor with an Accuracy Scope fired using Master Sniper Shot can score a critical on a ''6.''
* In the ''Franchise/{{Pokemon}}'' games, any move that does non-fixed damage has a 1/16 chance to crit, dealing extra damage and ignoring any stat changes (such as your attack being lowered or your target's defense being raised) that would reduce damage[[note]]in Generation I, it would ignore stat changes even if they ''increased'' your damage[[/note]]. The base crit chance can be increased by various things on a "level" system (eg, level 1 is standard 1/16 chance, and each higher level makes a crit more likely). The exact details vary from generation to generation, but crits remain potent enough to be major game-changes regardless.
** Generation V also added critical captures, when you throw a pokeball. The chance of a critical capture is the normal chance of capture, multiplied by a factor that increases as you get more entries in your Pokédex. The capture chance of a crit capture is the cube root of the normal capture rate -- this increases the odds because capture rates are percentages (eg, a normal capture rate of 1/8 becomes a crit capture rate of 1/2).
* The ''VideoGame/{{MOTHER}}'' series has ''SMASH'' attacks, which are critical hits that ignore defense, and will cause approximately your Offense stat worth in unblockable damage. Each physical attack has a random chance of being a smash hit, with the rate determined by your Guts stat (higher Guts means more smash hits). Needless to say, these attacks usually work better for your ''enemies'', since they can get smash hits against you as well, and [[HealthDamageAsymmetry you tend to have high defense and low health, while they have high health and low defense]]. Not to mention that there are a lot more of them than you.
[[/folder]]

Added: 13314

Changed: 314

Is there an issue? Send a MessageReason:
None


* One Example
* Two Example
* RedExample
* [[Creator/DrSeuss Blue Example]]

to:

[[foldercontrol]]

[[folder:Roleplay]]
* ''Roleplay/DestroyTheGodmodder'': An attack has a random chance of critting, which is a 2x damage bonus. There's also mini-crits, which give a 1.5x bonus. Players tend to boost each others' attacks frequently, so expect a lot of these.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons''
** The best known is, of course, rolling a "natural 20"[[note]]that is, getting a result of 20 when rolling a 20-sided die, before any modifiers are applied[[/note]] 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 things besides attacks (like skill checks) to crit, and also made critical hits in combat more complicated. The initial roll wasn't an automatic crit, it was a "threat", which had to be "confirmed" with a second roll. If the threat fails to confirm, the attack is a normal hit, not a crit. Different weapons also had different crit rates; everything got a threat on a natural 20, but some weapons would get a threat on lower numbers as well (eg, rolling 19 ''or'' 20 is a threat). Some spells and abilities could increase this evne further, and some builds [[CriticalHitClass took advantage of this]], rolling threats virtually every time they attacked.
** 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.
** 4th edition, unlike earlier editions, has no creatures that were immune to 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).
* ''{{Rolemaster}}'' had pages upon pages of critical hit tables. It was famous for them. Overcoming your opponent in a battle in Rolemaster isn't so much about draining their hit points but landing criticals. Each attack consists of an attack roll (adding your skill bonus for the weapon you're using and subtracting the enemy's defensive bonus), and if the weapon's attack table indicates that you get a critical hit you roll for the critical (the severity of which depends on whether your hit resulted in A, B, C, D or E criticals) and see how well you succeed in that critical, the results of which range anywhere from small wounds to smashed skulls, so the criticals play a... erm, ''[[IncrediblyLamePun critical]]'' role in resolving a combat.
* ''TabletopGame/{{Warhammer}} Fantasy Roleplay'' has the "Ulric's Fury!" (shouting it out loud when you get one optional), caused by rolling a 10 on a damage d10 and succeeding at a weapon skill check that allows you to roll another d10 for damage. And if that one comes up a 10 too, you keep on rolling, stopping only after you roll something other than a 10.
** The 40K version, ''DarkHeresy'', has the same thing (only it's now called the "Righteous Fury!", and isn't nearly as fun to shout).
** ''TabletopGame/BlackCrusade'' replaced Righteous Fury with Zealous Hatred, which instead of making the damage die explosive, makes you roll a d5 on the critical damage table, independently from any other critical damage (the numbers don't stack). This makes BC's critical hits crippling blows rather than simply dealing additional damage.
* ''TabletopGame/{{Warhammer}}'' has a few of them itself: Irresistible 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 Example
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]].
** Now an official rule, in 8th Edition. Also, Irresistible Force now not only counts as a critical cast, but also a miscast -- it deals extra damage to the target, but also does damage to the attacker.
* Two Example
''TabletopGame/{{Warhammer 40000}}'' 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.
** In one of the previous Chaos SpaceMarine 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.
** Leadership tests in ''TabletopGame/{{Warhammer 40000}}'' (one of the few rolls where rolling less is better) automatically succeed when a double one is rolled, in spite of any penalties or debuffs that would require to roll 1 or less. PsychicPowers use leadership tests where double ones and double sixes cause miscasts: The rules explicitly state that when rolling a double one, a psyker manages to cast the spell even if it kills him.
** The Six Edition has "precision shots" rule for Characters, that allows them to shoot at a single model rather than the whole unit if they roll a 6 to hit. Also, "rending" weapons wound regardless of Toughness and ignore armor saves when rolling 6 to wound.
** The Ork tellyport blasta has both the "rending" rule and a rule that makes its wounds "instant death" ones when rolling 6.
* RedExample
The ''TabletopGame/NewWorldOfDarkness'' has two versions of this, both of which apply to all sorts of rolls, not just combat. Players roll a "dice pool" and every die that comes up with an 8 or over is a success; if a die rolls a 10, that die is re-rolled, and if it gets another 10, it's re-rolled again, and so on (with certain equipment, spells, and so forth, this rule can extend to 9s and 8s). Furthermore, if more than five successes are scored on any one roll, it's considered an exceptional success, which means that it accomplishes truly neat things.
** [[CriticalFailure The reverse]] (called a "[[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.
** Other Whitewolf games such as ''TabletopGame/{{Exalted}}'' and ''TabletopGame/{{Scion}}'' have the rule that a 10 is two successes and the more successes you get (often a certain number, such as your opponent's total successes) the better the result.
* [[Creator/DrSeuss Blue Example]]
The ''SavageWorlds'' system has a similar mechanic, where rolling the highest number on a die lets you reroll it and add, and every multiple of four over the difficulty you are makes the result better.
* ''{{TabletopGame/BattleTech}}'' has a system of critical hits that applies during a variety of situations. The most common being that after the external armor in a location has been eliminated, every successful attack made to its internal structure has a chance to critically hit and disable components and/or weapons placed there (anything from knocking out the small laser you weren't using anyway to penetrating the cockpit and killing the pilot on a lucky headshot) or even touch off an ammo bin resulting in predictably spectacular fireworks. (Modern units can have [=CASE=] -- anti-blast magazines by any other name -- installed to mitigate the damage to an extent; for anything without, it's usually a OneHitKill.). Most components suffer a CriticalExistenceFailure upon a critical hit, even if they occupy multiple critical slots, but a few major components instead suffer penalties but still function (up to a limit of hits).
** Also, a 'Mech's head is generally its weakest spot. A big enough gun can amputate it in one shot regardless of the target's weight class because heads are "one size fits all" and rather thinly armored[[note]]It's not so much the "head" but the "cockpit canopy glass"[[/note]]. Such weapons that can reliably focus enough damage to take a mech head off in one shot are known as [[BoomHeadshot headchoppers]]. Even lesser, non-penetrating hits will hurt and potentially knock out (or sometimes even kill) the pilot. This doesn't quite fall under the BoomHeadshot trope because the game goes out of its way to make actually ''aiming'' at the head hard at the best of times and flat-out impossible at others -- but it can still come up as a random result on the hit location table.
* ''TabletopGame/InNomine'', which is based on the War between Heaven and Hell, has a special take on critical successes, not just on rolls involving fighting but on any roll (and critical failures) 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...well, [[NumberOfTheBeast 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 [[DeusExMachina a blatant spectacular manifestation of divine or infernal power.]]
* Much like ''TabletopGame/InNomine'', ''TabletopGame/{{GURPS}}'' sets natural 3s a critical success. The effects are somewhat loosely defined except in certain cases.
** 4th edition upped the ante by having a natural 3 ''or'' 4 (and, with a high enough skill level, 5 or 6) count as critical successes. (Rolling three six-sided dice and getting a 3 has only a 1/216 chance of occurring, so the improvement to up to a 9% chance was welcome.) Conversely, a natural 18 or 17, or any roll that's 10 or more greater than your skill level, is a critical ''failure''.
** 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.
* In ''EclipsePhase'', a 00 (rolling two ten-sided dice) is always a critical success. Any successful rolls that are doubles are also critical successes. Conversely, doubles on a failed roll is a critical failure, and 99 is always a critical failure.
* ''TabletopGame/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.
* ''NewHorizon'' lists a one on the [[ColorCodedForYourConvenience black die]] as an instant success, to be measured by the level of the white die.
* ''MutantsAndMasterminds'' has some brilliant critical rules. The "Natural 20 = Critical rule" also works outside combat. In a normal skill check, you figure out the degree of success as normal and then add another degree on top of it.
** In combat, a 20 is an automatic hit, but you have to check if your characters attack bonus exceeds the target's defense before calling it a critical; which lets you either make the roll to resist much stronger, add an extra effect that's dealt at the same time (which requires a separate roll to resist, but sets the effect to rank 0, which means it's usually about 50/50 to resist for most), or to replace the attack with an alternate effect (Like swinging a sword and hitting a vein or artery. And you ''can'' set the rank for the effect.)
* In ''TabletopGame/{{Paranoia}}'', depending on the GM, sometimes rolling a 1 is a Critical Hit; sometimes it's an [[GoneHorriblyRight Excessively Critical Hit]] (e.g. your laser blast sends the shattered remains of the targeted Commie Mutant Traitor right through a wall, busting a pipe and flooding the corridor with radioactive sewage. You then get fined for damaging valuable Computer property).
* ''NinjaBurger'', a card game of ninjas who deliver fast food to insanely improbable locations, has a mechanic where you test skills to complete your delivery. Rolling a 3 or 4 on three six-sided dice means the ninja did something so awesome, they gain one Honor (the game's Victory Points) just for that. In a game which starts players with six Honor each and ends typically when the average Honor reaches ten or four, this is a considerable bonus. And Combat is a skill every ninja possesses.
* The ''TabletopGame/DragonAge'' tabletop adaptation does not have regular critical hits, but instead features "stunts". Every attack roll is a 3d6 and one die is always colored differently from the other two: if any two of the three land with the same face up, the attacker can perform a stunt, such as dealing extra damage, cleaving into an adjacent enemy, knocking the target prone, pushing them away, etc. Stunts have different point costs and how many points a player can spend depends on the roll of the aforementioned differently colored die--it is even possible to string together several stunts on a particularly lucky roll.
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

A random critical hit is a type of CriticalHit where the possibility of any given attack being a critical hit is random, rather than being determined by the player's actions. Often the chance of getting a crit can be influenced, through a LuckStat (or a stat that specifically affects the frequency of your critical hits), by using different weapons or abilities that have different critical hit rates, or via positioning attacking characters to take advantage of GeoEffects (or merely let them [[BackStab attack from behind]]). When random critical hits are in effect, though, none of these things will ''guarantee'' a crit -- even if you have a 90% chance of critting on any given attack, whether you ''actually'' crit or not is ultimately up to the RandomNumberGod.

Most common in TabletopGames and VideoGames where there's some element of randomness in whether your attacks hit at all. As with any randomness in game mechanics, random critical hits help make things more interesting by making events less predictable. A lucky crit can turn a losing battle into a hard-won victory -- and an ''un''lucky crit can turn an easy RandomEncounter into a scramble for survival (or a GameOver if you're ''really'' unlucky).

CriticalHit is the supertrope for random critical hit. The CriticalHitClass works by maximizing their chances of scoring a random critical hit. The LuckStat often affects the frequency of random critical hits, but ultimately it's determined by the RandomNumberGod. Contrast the CriticalFailure, which is usually the inverse of a random critical hit.
----
!!Examples:

* One Example
* Two Example
* RedExample
* [[Creator/DrSeuss Blue Example]]

----

Top