PapaPetro
Guest
Tim Cain said:I talk about how critical hits and misses work in Fallout.
Edit:
Tim Cain has turned off all criticals (successes and failures) during first play day / first location (caves outside Vault and in random encounters before visiting first city) because people in QA were pissed when they would start a game and get critical failure.
That's why in Colony Ship RPG we can choose either 1) true random - where rolling 1 a hundred times in a row is possible / 2) Lightly adjusted - the card deck method where numbers are drawn like cards from a deck, meaning you can't draw the same number twice until deck is reshuffled / 3) Heavily adjusted - where the number of consecutive misses in a row is based on THC (to hit chance) but it of course applies to enemies too.
Why not just unlock criticals globally (or locally just against the players) later after the players have levelled up to the point where they won't get oneshotted while they are vulnerable/extra-squishy?