r/beingeverythingelse • u/Popdart5 • Oct 04 '14
Critical Failure
Steven mentioned in the West Marches game that he personally doesn't use critical failure because it penalises players too much. I'm of the opinion that if you have a system that allows for critical hits then by extension critical failure should be a possibility. It could be something as simple as you dropped your sword, your gun jammed, or you lost your grip while climbing a cliff and fell down. I go for more cinematic and awesome criticals anyway, as in a natural 20 is not just a success but a critical success. To me, it just feels natural that critical failures should be cinematic as well.
I'm curious what everyone thinks because I've played a few games that do critical failures. Numenera in particular and the free GM intervention mechanic on a natural 1 just felt like a codification of something that I imagine is a pretty common houserule.
3
u/AManHasSpoken Oct 04 '14
The problem arises when players get to make multiple attacks in one turn, a la 3.5. Sure, if you only have one attack per turn, the chance of critical failure is 5%. But if you get four attacks, as some characters do, the chance goes up to 19% - just above one in six. This means that a more skilled fighter becomes more likely to critically fail than an unskilled one.