Dice mechanics
Criticals & fumbles in Draw Steel
How critical results usually work.
Explanation
Draw Steel crits trigger on a natural 19 or 20 on the 2d10 (before modifiers): the ability achieves its tier-3 effect regardless of the total, plus an extra benefit. There is no fumble on a low roll, even tier 1 (11 or less) usually does something.
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.