Dice mechanics
Criticals & fumbles in Werewolf: The Apocalypse 5th Edition
How critical results usually work.
Explanation
W5 criticals are pairs of 10s in the dice pool (same +2 per pair as V5). Rage dice add a separate risk: two or more Rage dice showing a 1 or 2 triggers a Brutal outcome, a success counts only for violent action, at the cost of escalating frenzy risk.
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.