I ran a small tournament this Saturday, and while watching the players figure out whether they got a crit or not, I thought that perhaps it would be helpful if crits happened on 1s. Pros: * immediately visible * most Infinity dice already have a special symbol on 1, so crits would be easy to spot Cons: * No fun surprise a la "11! Wait, that's a crit!" * Above 20 values (mostly on CC) do not wrap around well anymore, probably the biggest disadvantage of the idea. No idea how to handle the last one yet exactly, and if there's an elegant solution. The issue is: * SV 19 => crit 1 * SV 20 => crit 1 * SV 21 => should crit on two values, but would still be 1, using the old mapping * SV 22 => crit on 1 and 2 instead of on 20, 1, and 2 One solution would be to: * SV 19 => crit on 1 * SV 20 => crit on 1 * SV 21 => crit on 1 and 2 (so if it goes over 20, then crit on a range of 1 to the 1 digit plus 1 = 2) * SV 22 => crit on 1, 2 and 3 Has this already been discussed to death, and if not, are there any other issues before I try to introduce this to the locals?
Crit on the target number seems fine. You already are looking for the target number. And the rulebook already explains what happens if your target number is over 20.
> Crit on the target number seems fine. You already are looking for the target number. And the rulebook already explains what happens if your target number is over 20. All true – I forgot the main point, why I thought of it: players can roll immediately – if they have a crit they don't even need to calculate the exact target number (maybe not so relevant for veterans, but for relative beginners it could speed up the game a bit)
Takkure has that system, but the numbers work the other way than Infinity, like, if you have BS 12, 12 is the worst result and 1 is the best (crit). Could work, but it would need to change the system
I see what you're trying to do, but you're speeding up the game very slightly to make the drama of rolling less exciting. Doing the math first then rolling to see if you hit those numbers is more emotionally rewarding and exciting than rolling and doing the math after. It also makes sure players are on the same page at every step of the face-to-face roll off. The psychology may be subtle, but it might rub players the wrong way having to quickly do math after rolling, especially if one player can tally the results faster than the other. It could make one player feel like they're always a step behind in an already complicated game where they might already feel that way.
Yes, it's one of the easiest ways to speed the game up. Most of the time you roll results where it's not close. "I Discover... 5 yeah that's definitely successful"