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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.
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.
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!
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.
But just because a critical success is rolled, it doesn’t necessarily mean there was any success at all. See the following example:
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, has very strong dragon scales and rolls ten dice in defense. Red Bob rolls a 6, 6, 6, 6, 6, and 6. He crows in triumph at his critical attack! The dragon rolls a 6, 1, 6, 5, 6, 2, 6, 3, 6, and 6. Because the dragon has also rolled six 6s, when comparing the highest attack rolls vs the highest defense rolls, it is determined that 6 vs 6, 6 vs 6, 6 vs 6, 6 vs 6, 6 vs 6, and 6 vs 6 means that Hugo superb roll is all for naught as his sword can’t penetrate the hide. And unfortunately, now it’s the dragon’s turn to attack. Perhaps Hugo should stick with attacking zombies.
Criticals aren’t limited to critical success either. Correspondingly, if all attack dice result in 1s, with a minimum of three dice rolled, that attack should be considered a critical failure. Depending on the type of critical failure, this could result in damage or destruction of a weapon, affecting an ally instead of the intended opponent, or anything the GM deems appropriate to the campaign and the situation.
If there isn’t anything a critical success or critical failure would logically affect in the given situation in which this is rolled, such as a critical success vs the effect of poison, then this would just be treated with the normal amount of successes or failures.
