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.

🎯 CRIT Range and β­• CRITFAIL Range

🎯 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.

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 damageβ€”or 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).