I personally like the idea of having two different type of criticals Taken from wikipedia (not necessarily the most creditable source but it does a decent enough job at explaining the concept) In the role playing game, when a attacks an opponent the player typically rolls a 20-sided die a roll of 20 (a 5% chance) results in a critical hit. For example, games in which the have a "Luck" attribute will often base the likelihood of critical hits occurring on this statistic: a character with high Luck will deal a higher percentage of critical hits, while a character with low Luck may, in some games, be struck by more critical hits. Critical hits are almost always random, although character attributes or situational modifiers may come into play. So random critical hits were stupid in table top RPGs?Ĭritical hits are meant to simulate an occasional "lucky hit." The concept represents the effect of hitting an artery, or finding a weak point, such as a stab merely in the leg causing less damage than a stab in the.
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