Term: Critical
A Critical, a Critical Success, or a Crit, is a special event that occurs when your dice meet a certain criteria or threshold. Almost always, rolling a natural 20 on a 1d20 is considered a Crit, but in CHASE and a few other games, there other ways of gaining a crit. Those being:
There are also multiple degrees of Criticals for certain things (such as weapon damage). In this regard, effects stack additively for each time you roll +10 over a DC (e.g. rolling a 30 when a DC would be 10). Rolling a natural 20 (or within the natX threshold) while already having +10 over a DC will always add another degree of Critical Success (e.g. Rolling a nat20 with +10 vs a DC of 21. Instead of it being one degree for the 31 result, it's two for that and the nat20).
A rolled Critical is not a guaranteed success, it just merely enables such through sheer numbers and math.
- Rolling +10 on a designated or successful DC or AC (such as rolling a 25 when the DC is 15).
- Using an item, ability, feat/ure or something else that changes the critical threshold (making you need a +9 or even a +8, or allowing you to crit on a 19 or 20)
- Fulfilling the requirements of a special circumstance (e.g. a talent that allows allows an ordinarily rolled success to become a critical success).
There are also multiple degrees of Criticals for certain things (such as weapon damage). In this regard, effects stack additively for each time you roll +10 over a DC (e.g. rolling a 30 when a DC would be 10). Rolling a natural 20 (or within the natX threshold) while already having +10 over a DC will always add another degree of Critical Success (e.g. Rolling a nat20 with +10 vs a DC of 21. Instead of it being one degree for the 31 result, it's two for that and the nat20).
A rolled Critical is not a guaranteed success, it just merely enables such through sheer numbers and math.