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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.
Roll resolution cheat sheet

Keep play fast

Use quick references, then jump back into the scene.