Inside of us all there is a monster.
Its little monster brain doesn't function quite properly. This
monster loves games of chance. When you lose, it doesn't care, it can
shrug off losses like they are nothing. When you win, the monster
goes crazy, releasing dopamine all out of proportion to the scale of
what is happening, making you feel wonderful about a ten dollar
scratch ticket that you just spent 30 dollars to get. This monster is
your brain. In the hunter gatherer days we had to get very good at
accepting high risk high reward activities. Without agriculture the
world was a giant slot machine spitting out animals, veggies, and
berries. So our brains have become masters at forgetting our failures
and rewarding those random successes.
Our games have their own random berries and mammoth herds, we call them crits. Designers have been using crits in
games for a long time. Even a very old game like backgammon uses
them, whenever your dice match you get twice the movement. Any bonus
for a rare outcome counts as a crit for us. The most common one we
see is getting a high die roll, but I would even count catching one
of your out cards in Texas hold em, or getting pocket aces. Even Magic the gathering and Hearthstone have that lovely feeling
when you pull the perfect card off the top of your deck. The most
beloved house rule of monopoly, putting money on free parking adds
crits to the game. As you can see lots of games have crits, but they
are most famous in rpgs.
If we dissect the crit a little bit
there are two main mechanical factors, the rate at which crits occur,
and the effect that the crit has. I would add as a secondary concern
the ease of execution on the crit. Another consideration is the
number of rolls that you see in a typical session, in a game where
you only roll a few times a night you can afford to have a higher
crit rate than in a game where you roll 400 times a night. The rarity
of the crit is what makes it so tasty and exciting.
The non mechanical aspects of the crit
can't be ignored though. Some players are rewarded by seeing big
numbers come up on the dice, other players want to hear the gory
descriptions their attack. The crit adds to the natural flow of the
story, they provide highs and lows to what otherwise could be just
rote execution of a map combat or skill checks. When a crit is rolled
it is an opening for the players and the GM to remember that they are
telling a story and take a moment to bring the descriptive elements
back into the game. The guy who always plays the hyper competent,
super awesome, Tom Clancy Mary Sue character is annoying, but we all
want to be awesome. The crit is the games way of giving us permission
to indulge, to do something ridiculous with no shame.
The crit that everyone is familiar with
is the dungeons and dragons old standby, the Natural 20. Rolling a
20 on a twenty sided die generally means an automatic hit, and double
damage to boot. The Nat 20 is maybe the perfect crit, or at least
the standard to judge the other by. With a 5% chance of happening you
can expect to see a few of them on any given night of gaming. The
double damage aspect is good, but not amazing. You don't need to roll
nat 20's to win a fight but it helps thing along. The crit is a
perfect bonus that lets you hit that unhittable enemy, pick the
unpickable lock, but the game would function perfectly well without
it. It happens in an intimidate and recognizable way, when that 20
pops up on the top of the die you know that something great happened.
As a side note, the crit is what makes
the advantage system in 5th ed feel so good. Advantage
works out to about a +5 bonus, but if you roll two dice instead of
one you get the double fun of crit hunting. So much more exciting than a
+5.
The D&D crit has everything going
for it, a perfect rate of occurrence, simple to resolve, no game
breaking effects. It fits the game perfectly. Let's look at a game
that takes all of those aspects and takes them to the other extreme,
Rolemaster. The Rolemaster crit is a completely different beast.
Rather than crtting fairly infrequently, a crit occurs on many of
attacks that hit. Resolving the crit is complicated requiring chart
look up. Rather than having a minor effect RM crits run a range of
effects from nothing to killing a foe in one shot. Indeed while the
goal of a D&D combat is to grind a foe's hit points to zero, in
RM your goal is land a crit and kill them or degrade them so much
they fall into a death spiral of penalties.
It isn't exactly fair to describe the
RM wound resolution as a crit in same way a D&D crit is.
Rolemaster has an involved wound system because that is one of the
things they decided to model. They just happened to call it a
critical hit roll. The design of RM is that they want lots of fun
random rolls with potentially devastating effects. So they built a
system where most hits give you a pull on the wound chart slot
machine. The real crit roll is that wound roll. That's the one where
a 0 does nothing and 100 instakills your enemy and a 66 makes them
wet their pants for some reason. RM loves this crazy high variance
and embraces it wholeheartedly.
Neither way is right, both systems are
well tailored to the kind of game that they want to be. A whole range
of options in between exist. There are a bunch of things that make a
game a good or bad fit for a player, determining what level of
randomness you enjoy is certainly one of them. Let's all give crits
some love.
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