CRITS and CRITFAILS occur when the player rolls the highest number (20) or the lowest number (1) on a test roll, respectively. A CRIT is a guaranteed success, usually with additional beneficial effects, whereas a CRITFAIL is a guaranteed failure, usually with additional detrimental effects.
π― CRIT Range and β CRITFAIL Range
π― CRIT Range and β CRITFAIL Range determine how likely it is for a roll on a d20 to become a CRIT or a CRITFAIL. By default, both values are 1.
- π― CRIT Range starts at the top of the die (20) and expands downward.
- π― CRIT Range 1 β only a natural 20 is a CRIT.
- π― CRIT Range 2 β 19β20 are CRITs.
- π― CRIT Range 3 β 18β20 are CRITs, and so on.
- β CRITFAIL Range starts at the bottom of the die (1) and expands upward.
- β CRITFAIL Range 1 β only a natural 1 is a CRITFAIL.
- β CRITFAIL Range 2 β 1β2 are CRITFAILs.
- β CRITFAIL Range 3 β 1β3 are CRITFAILs, and so on.
CRIT Dice
CRIT Dice are extra dice rolled for damage when an attack scores a CRIT. The size and number of CRIT Dice depend on the weapon being used.
Exploding Dice
CRIT Dice have a special property: they explode.
- If you roll the highest number on a CRIT die (e.g., a 6 on a d6), roll that die again and add the result.
- If the new roll is also the maximum, roll again and keep adding.
- This chain can continue indefinitely.
This means CRITs can sometimes deal massive extra damageβor only a little, depending on the rolls.
Improving CRIT Dice
The behavior and effectiveness of CRIT Dice can be enhanced through:
- Weapon choice
- Mods
- Perks
Example:
A weapon grants 1d6 CRIT Die. You roll a 6, so you roll again and get a 4. Your total CRIT bonus damage is 10 (6 + 4).