critical_hits
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| critical_hits [2019/12/30 19:06] – created dungeonmaster | critical_hits [2020/08/21 14:16] (current) – dungeonmaster | ||
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| + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
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| ===== Criticals (optional) ===== | ===== Criticals (optional) ===== | ||
| - | There is no real sense of a critical hit or a critical failure in Dice Mob in the standard rules, but there is an optional rule that if all attack dice result in 6s, with a minimum of five dice rolled, each successful comparison in that group of dice would count as two points instead of one. | ||
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| - | Special Note: If a critical success involves multiple attack types, it would only be used on the one where the criticals are rolled. Obviously if criticals were rolled on more than one attack, each would apply to the one’s where the criticals were rolled, though this is highly unlikely and the dice ought to be examined. | ||
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| - | Example: Hugo, still locked in combat with the soldier zombie, rolls his second attack of five dice and gets a 6, 6, 6, 6, and 6. The zombie rolls a 4, 3, 6, 3, 2, 5, and 1. When compared, we get a 6 vs 6, 6 vs 5, 6 vs 4, 6 vs 3, and 6 vs 3. The 2 and 1 are discarded. That yields five dice pair victories, each counting for two points for a total of ten points of damage. The zombie crumbles to dust. Hugo crows in victory! | ||
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| - | Critical successes wouldn’t just be limited to combat either. If it makes sense in the situation, two points would be substituted for ones in other situations as well, including critical healing rolls healing twice as much damage as normally allotted. | ||
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| - | But just because a critical success is rolled, it doesn’t necessarily mean there was any success at all. See the following example: | ||
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| - | Example: The Dice Mob famous Hugo the Human walks into the dragon’s lair to steal the treasure hoard of Red Bob, the infamous wyrm that has been terrorizing a nearby village. Not wanting to actually face such a powerful opponent, he chooses to steal the treasure when it has gone hunting. Unfortunately Hugo isn’t all that bright and it hunts at night, not in the middle of the day. Startled but determined at seeing Red Bob still in its lair, Hugo attacks the wyrm, taking advantage of the element of surprise and high ground to roll six dice as he leaps from a ledge on its back. Red Bob, unfortunately, | ||
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| - | Criticals aren’t limited to critical success either. Correspondingly, | ||
| - | If there isn’t anything | + | There is no real sense of a critical |
critical_hits.1577732777.txt.gz · Last modified: by dungeonmaster
