Dice mechanics
Criticals & fumbles in Cyberpunk RED
How critical results usually work.
Explanation
Cyberpunk RED crits on a natural 10: roll another d10 and ADD the result. Natural 1 is a crit failure: roll another d10 and SUBTRACT it. In combat, two or more 6s on the damage dice trigger a separate Critical Injury (plus 5 bonus damage), regardless of the attack roll.
Examples
Example: make crits change the scene
A critical should add a concrete benefit: extra effect, better position, reduced future risk, or a new option.
Example: messy win (V5-style)
If your system has volatile outcomes, treat 'big success' as success + consequence.
Common mistakes
- Mistake: Treating criticals as just 'more damage'. Fix: Make criticals change position, options, or future risk, not just numbers.
- Mistake: Inconsistent critical rules. Fix: Write down one house interpretation and apply it consistently.