CRITICAL SYSTEM

Other Systems
Critical-hit systems have always been fun, but they often haven't made much sense. One system says that if you drop maximum damage on damage dice, you get to roll again. So with a piddly weapon with just 1d4 damage, you have a 25% chance to keep rolling again and again. while a critical hit with a 4d6 sword has less than 1/100th of a chance of rolling extra damage (based on a rounded-up 17% x 17% x 17% x 17%, which I think is right). Another system using d20s for combat rolls used to embrace a system where rolling a natural 20 meant a critical hit. But piddly critters who need a natural 20 to hit anything at all always have critical hits when they do hit, and master warriors who need 2-20 to hit only make critical hits on the same 20. To make matters worse, the same system embraced critical failures on any natural 1... so the master warrior who only failed on a 1 would always critically fail whenever he failed. Huh?!

Critical and Incredible Rolls
This one is realistic and balanced. Unskilled combatants never have the same (or better!) chances to do heinous damage than more highly-skilled counterparts, for example. And this system applies to any d% roll (which is the basis for everything in the game). We have two levels of exceptional rolls: Criticals and Incredibles, and they work at both ends of the spectrum: success and failure. Any natural 01 is an Incredible Success; any natural 02-05 is a Critical Success; any natural 96-99 is a Critical Failure; and any natural 100 is an Incredible Failure. So what makes this system different? The tables for critical/incredible success and failure results take the number you needed to roll in the first place into account, and adjusts accordingly, so it makes sense.

Rolegamer Democracy - What's this?
Just about everyone loved the idea of a critical-hit system, and while many realized the shortcomings to various systems, they were okay with accepting it. A very vocal minority really disliked critical-hit systems because of their illogical natures. Most GMs who hated how they worked either didn't use them or designed their own complicated series of tables to determine whether a hit was critical and what the results were. But virtually every veteran gamer I first suggested the method that ultimately became the system in AQ! was very excited about how it worked.
 

 
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