Critical Combat

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markerjones markerjones's picture
Critical Combat

Was reading thru the combat section when I came across a conundrum. Effectively, all combat is opposed skill rolls. Success of skill rolls is based on players rolling under their skill value and the higher of the two wins the opposition. The question I have is does the automatic critical rule of 00 still apply?

For instance, lets say an attacker has a Beam Weapons of 55 and rolls 52. The target defends by rolling Fray and rolls 00. According the the rules, they both succeeded, but 52 is the higher roll. The 52 should hit, but 00 is an automatic critical success.

So in this case, who would be declared the victor? I dont remember reading that tie goes to the defender, and have been back and forth wondering how I will handle this when I start running EP.

Or is the critical success rule negated when 00 is rolled for defense (henceforth making 00 a critical failure in the above example)?

"Thru the Darkness You Find the Light." -- Seraphim Shock

markerjones markerjones's picture
Re: Critical Combat

After rereading, Im thinking since it says 00 is always a success, that the 00 would beat the 52, in the previous example. But it would only succeed because it is a 00 (as in 11 would not be a success even tho it is a critical as well, so to speak). Any other thoughts, suggestions on this?

"Thru the Darkness You Find the Light." -- Seraphim Shock

Sepherim Sepherim's picture
Re: Critical Combat

For all opposed test general mechanics are the same, and after the roll there can be several outcomes:

a) Player 1 attacks and has success, player 2 defends and doesn't. Then there we have a hit, with all the appropriate things to be taken care of.

b) Player 1 doesn't succeed. Doesn't matter if player succeeds or not, the attack misses.

c) Player 1 and 2 both succeed, then the one with the highest roll wins: a 43 is better than a 27 in this case.

d) Player 1 and 2 both succeed, but one of them has a critical hit: then he is victorious, no matter the difference, a 00, an 11, a 22 (etc) is always better than any other number.

e) Player 1 and 2 both succeed and both have critical hits: then the one with the highest critical is the one to suceed, being a 44 better than a 22, for example.

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markerjones markerjones's picture
Re: Critical Combat

I appreciate the comment and it helps, dont get me wrong, but it didnt touch on my original question. My question was specifically since the higher roll wins in an opposed roll, but 00 is always a success, does that mean that 00 would be the victor in a defense roll against a weapon attack? Im starting to think it would since it is always a success, but wanted to verify before my game starts.

"Thru the Darkness You Find the Light." -- Seraphim Shock

Sepherim Sepherim's picture
Re: Critical Combat

Yes, since 00 is a critical, it falls in the d) cathegory. A critical always wins other numbers except other criticals. Doesn't matter if it is in attack or defense.

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RobBoyle RobBoyle's picture
Re: Critical Combat

markerjones wrote:
The question I have is does the automatic critical rule of 00 still apply?

Yes. See Opposed Tests, p. 119, 3rd paragraph: critical successes always trump high rolls on Opposed Tests.

So in your example the defender wins with their critical 00.

markerjones wrote:
Or is the critical success rule negated when 00 is rolled for defense (henceforth making 00 a critical failure in the above example)?

00 is always a critical success, except in the rare case when both parties roll 00.

Sepherim wrote:
e) Player 1 and 2 both succeed and both have critical hits: then the one with the highest critical is the one to suceed, being a 44 better than a 22, for example.

Note that in this case, the lower roll is actually counted as a failure, even though it's a critical, and so is a _critical failure_ (on top of the opposing person getting a critical success). Ouch.

Rob Boyle :: Posthuman Studios

Sepherim Sepherim's picture
Re: Critical Combat

RobBoyle wrote:
Note that in this case, the lower roll is actually counted as a failure, even though it's a critical, and so is a _critical failure_ (on top of the opposing person getting a critical success). Ouch.

I see, I hadn't thought about it that way. It sure is a nasty outcome, then... ouch! Thanks Rob!

The mind is information... hack it!
+4
http://tribulaciones.es/

markerjones markerjones's picture
Re: Critical Combat

My thanks to you all, this really helps

"Thru the Darkness You Find the Light." -- Seraphim Shock

Skimble Skimble's picture
Re: Critical Combat

RobBoyle: Just one clarification, please...

In my games I treat a result of 00 vs 11 as a win for 00 since even though it is the lower result it is sort of a 'super'crticial in the system; i.e. 00 is always a critical success with a 1/100 chance of occurring rather than the 1/10 chance of every other critical.

Is that the way it's meant to be run, or does a 11 technically beat a 00 in a contested roll?

Decivre Decivre's picture
Re: Critical Combat

Skimble wrote:
RobBoyle: Just one clarification, please...

In my games I treat a result of 00 vs 11 as a win for 00 since even though it is the lower result it is sort of a 'super'crticial in the system; i.e. 00 is always a critical success with a 1/100 chance of occurring rather than the 1/10 chance of every other critical.

Is that the way it's meant to be run, or does a 11 technically beat a 00 in a contested roll?

The 11 would win: highest successful roll wins, unless one is a critical. If both are criticals, then highest successful roll wins again. The only advantage that 00 has is that it's a guaranteed success... if you have a target number of 30 and -60 in penalties (making your true target number -30, and technically impossible), then 00 would still be your chance to succeed. Do note, though, that a GM can rule at anytime that what you are trying is truly impossible, and that you simply don't get a chance to roll for success (like if you try to headshot the sun with a pistol and kill it).

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