Critical System — Revision History

File: 12_Kritik_Sistem_5e.md (old name: 10_Kritik_Sistem_5e.md, see K20) · This log: 12_Kritik_Sistem_REVIZYON_GECMISI.md (see K22) Location: 08_Ev_Kurallari/ Project: D&D 5e (2024) Homebrew Compendium — World Build / Claude_Projesi


Design Decisions (chronological)

#DecisionDetail
K1Trigger logicNat 20/1 + margin: beating/missing the target number by 5+. Graded.
K2ScopeEverything: attack + save + check + spell.
K3Severity logicMatrix: DC/difficulty × action type. Blow it on a hard task and the price is steep.
K4GenerationSubtable die — d10 (upgraded from d6 to match the reference file).
K5Action typesAttack (melee/ranged/spell) · Physical Save (Str/Dex/Con) · Mental Save (Int/Wis/Cha) · Social (Persuasion/Deception/Intimidation) · Skill (Physical/Knowledge/Perception) · Spell (Damage/Healing/Control/Utility)
K6SymmetryCritical success = as detailed as critical failure.
K7Spell handlingPath 2: spell is its own family, 4 subtypes by function, real mechanical difference. Cure Wounds does not deal explosive damage.
K8Subtype structureEach subtype gets its own completely separate d10 table (maximum detail).
K9Difficulty bandsLow ≤13 · Medium 14–17 · High 18+
K10NumberingSeparate from the monster series: 10_Kritik_Sistem_5e.md
K11Skill groupingPhysical / Knowledge / Perception (confirmed)
K12Reference exampleAdopted the "Blade Complications" (Betterspellcaster) quality bar: every row specific+mechanical, DC=8+PB+mod, "one effect per turn," "row doesn't feed itself" rules.
K13Spell attack two axesSpell attack outcome scales with AC band × spell level. The AC band picks the row, the level tier (0/1/2/3) sets the numeric weight. Cantrip=baseline, 6+=×3. Prevents cantrip spam, high-level crit hits with the weight it deserves.
K14Backlash preserves the spell's shapeOn failure, the backlashing spell keeps its original shape: single target → goes to a random ally/creature (a new attack roll is made), area → shifts 5×1d4 ft randomly, detonates at the new point with its normal area (everyone makes a Dex save, half damage on a pass).
K15Backlash damage = slot × die + Safety FloorDamage (S1): Light slot×1d6 · Medium slot×1d10 · Heavy slot×2d6. NOT the spell's own damage (that's scaled to drop an enemy and would kill the caster); a small slot-based window instead. Cantrips don't backlash. Safety Floor: in combat, the first failure's backlash cannot drop the caster below (Max HP÷4 + Con mod); if already below it, 0 damage → the first failure NEVER kills. No floor on subsequent failures (back-to-back mistakes aren't forgiven). Verified by simulation: first failure 0% death, second failure at low HP 62-100% death. The tier multiplier does not apply to backlash (success table only).
K16Social failure = External Interruption + Self-MistakeSocial failure does not negate the character's competence. Two layers: [External] Interruption (a fight breaks out, a celebrity enters the scene, a guard walks in — the character doesn't look incompetent) and [Self] Mistake (the lie is spotted, a slip is made — rare but present). The two families have different ratios: Performative (Persuasion/scene) ~70% External/30% Self; Tactical (Deception/Intimidation) ~70% Self/30% External (because a bluff/threat failure comes directly from your own move). Every row is tagged [External]/[Self]. The success side is blended ([Blend] = an external event turns in your favor).
K17Spells split into 4 families by functionSpells aren't a single type — they branch by function. F1 Damage (backlash tied to A3), F2 Healing (NEVER explodes/deals damage — failure = healing wasted/slot burned/falls short; the definitive fix for the Cure Wounds concern), F3 Control (backlash = wrong target/mildly affects the caster, rarely damage), F4 Utility (position/perception drift, dieless spells only when the DM wants the risk). For save-based spells the trigger is the TARGET'S save roll (target nat1 → crit in your favor).
K18Healing arcane backlash (revision)Healing spells never damage the target (no explosion), but on heavy failures an arcane backlash hits only the caster. Damage = 1/3 of the nominal healing (proportional to healing power — per user request). Only on rows tagged [Backlash] (High band 1/2/8/10 + Medium 8). Safety Floor applies (first failure doesn't kill). Simulation: the 1/3 ratio is only 31% HP even for the highest-level spell (Heal), safe with the floor. The "doesn't explode ≠ doesn't backlash" distinction: healing energy flows back and hits the caster instead.
K19Backlash type by source (5 types)The backlashing energy is colored by the spell's source (instead of fixed Force): Divine/Holy→Radiant, Dark/Cursed→Necrotic, Nature/Primal→Poison, Arcane/Magical→Force, Spirit/Fey→Psychic. Applies to all spell backlash (F1 damage + F2 healing). Rule: if the damage spell has its own type, use it (fire→Fire); type-neutral/healing spells → source table. A shared table was added at the top of Section F.
K20Library integration: number 12 + 08_Ev_Kurallari/Since number 10 in the main library (Claude_Projesi) is used by 10_World_Foundations_5e.md, K10 was revised: the file was renumbered as 12_Kritik_Sistem_5e.md (first open number in the global order). A new category folder 08_Ev_Kurallari/ was opened; other homebrew rule modules will go here in the future. The full package (revizyonlar/ + simulasyonlar/) was moved together with the folder. Content unchanged.
K21Version archive moved to the library backup system + module-addition templateThe revizyonlar/ subfolder was removed: 13 snapshots were moved under _yedek/20260719_kritik-sistem-surum-arsivi/ with the naming 12_Kritik_Sistem_5e_vX.Y_<etiket>.md — library rule: content folders don't keep a backup/archive subfolder, all backups live under _yedek/. Future version snapshots go there too. A template + working discipline for adding future homebrew modules was written into _PROJE_INDEX.md as a permanent rule (the "Homebrew System Modules" section).
K22Module document naming standardSince multiple modules are accumulating in 08_Ev_Kurallari/, module documents now carry a module number + system name prefix: this file was renamed to 12_Kritik_Sistem_REVIZYON_GECMISI.md. New module documents are added under the same standard (e.g., 13_Olay_Sistemi_REVIZYON_NOTLARI.md). Rationale: since every Cowork handoff package arrives with the same generic names (REVIZYON_*, SONUC_RAPORU), collisions were inevitable. Content unchanged.

Version Log

v0.1 — Core + A1 Melee

  • Section 0 (core rule, triggering, severity principle, limiting rules) written.
  • Section A1 (Melee) success + failure, 3 difficulty bands × d10 completed.
  • User approval: intensity and High-band severity found appropriate.

v0.2 — Section A complete (Ranged + Spell Attack added)

  • A2 Ranged success + failure × 3 bands × d10. Identity: range/ammunition/position/cover/rapid fire.
  • A3 Spell Attack success + failure × 3 bands × d10. Identity: spell leakage, school coloring (damage type follows the spell's type), concentration interaction, backlash.
  • Contents section added.
  • Note: spell-specific mechanics such as "slot not consumed" and "concentration breaks" were added to spell attack failure — to stay consistent with Section F.

v0.3 — Spell attack level scaling

  • Spell level tier added to A3 (0/1/2/3). The AC band picks the row, the level sets the numeric weight.
  • Both success and failure tables use the same scale (backlash damage also grows with level).
  • Explained with an example (Fire Bolt vs upcast Scorching Ray).

v0.4 — Backlash shape preservation (D2/D3 revision)

  • A Backlash Rule block added to A3 failure: the spell's shape is preserved (single target → random creature + new attack roll; area → 5×1d4 ft shift + normal detonation).
  • Backlash damage was tied to the spell's own damage (Light ½ / Medium full / Heavy full+effect). Tier multiplier does not apply to backlash (prevents double counting).
  • The D2 row was tied to severity tags in all three bands; the fixed "½ damage" was removed.
  • D3 was clarified as "leakage" and made to scale with the level tier.

v0.5 — Backlash damage model finalized (S1 + Con-based floor)

  • Backlash damage moved from the spell's own damage reference to the slot × die model (S1: Light slot×1d6 / Medium slot×1d10 / Heavy slot×2d6). Reason: simulation showed the "spell damage" reference killed the caster (Fireball 104% HP).
  • Safety Floor added: (Max HP÷4 + Con mod), active only on the first failure in combat. User contribution: Con modifier added (prevents wipeout at low level) + "first failure is forgiven, second is not" logic.
  • Dex save halves it added to area spell backlash (extra safety).
  • Clarified that the tier multiplier is only for the success table (does not apply to backlash).
  • D3 leakage rows were tied to slot×1d4.
  • Decision: damage model S1 chosen (S3 vs S1 comparison simulated; S1 preferred for giving a harsher second-failure penalty).
  • Validation: first failure 0% death across every spell/level/HP scenario; second failure at 25% HP 62-100% death.

v0.6 — Section B: Physical Saving Throw

  • Save logic was reversed: the player rolls the save, critical success = clean escape, critical failure = caught by the threat. Difficulty band = the threat's save DC.
  • B1 Strength (grapple/shove/crush/knock down) success+failure × 3 bands × d10.
  • B2 Dexterity (area/reflex/trap/fall — the "half damage on a save lands as full" mechanic on failure) success+failure × 3 bands × d10.
  • B3 Constitution (poison/disease/fatigue/Exhaustion/Concentration) success+failure × 3 bands × d10.
  • High band carries persistent/severe outcomes like Exhaustion, Poisoned (with a recovery save), Concentration breaking; low band carries mild/1-turn effects.

v0.7 — Section C: Mental Saving Throw

  • C1 Intelligence (illusion/psychic/mind reading) success+failure × 3 bands × d10. Failure brings illusion, memory loss, mental captivity, short madness.
  • C2 Wisdom (willpower/fear/charm/instinct) success+failure × 3 bands × d10. Failure brings Frightened, Charmed, flight instinct, Short-Term Madness.
  • C3 Charisma (self/soul/possession/banishment) success+failure × 3 bands × d10. Failure brings a possession door, soul erosion (max HP), semi-banishment, identity loss.
  • Structure consistent with Section B (save DC band, reversed logic, mental condition weight).

v0.8 — Section D: Social (External Interruption / Self-Mistake system)

  • Social failure was split into two layers: [External] Interruption and [Self] Mistake. User insight: a master character (bard, etc.) shouldn't suddenly give a mediocre performance; instead, external events (a fight, a famous rival, an interruption) should kick in.
  • Two social families defined: Performative (Persuasion) ~70% External/30% Self; Tactical (Deception/Intimidation) reversed ratio ~70% Self/30% External.
  • D1 Persuasion / D2 Deception / D3 Intimidation success+failure × 3 bands × d10.
  • The success side is blended ([Blend] rows are an external event turning in your favor).
  • Difficulty band = social DC / target attitude (friendly→hostile).

v0.9 — Section E: Skill Checks

  • E1 Physical (Athletics/Acrobatics/Stealth/Sleight of Hand) success+failure × 3 bands × d10. Weighted toward situational mishaps (environmental difficulty, noise, stumbling, falling).
  • E2 Knowledge (Arcana/History/Nature/Religion/Investigation) success+failure × 3 bands × d10. Critical design decision: NO "wrong information" on failure — only "couldn't recall/not sure/incomplete." The expert character doesn't turn dumb (the knowledge version of the Section D lesson).
  • E3 Perception/Interaction (Perception/Insight/Survival/Medicine/Animal Handling) success+failure × 3 bands × d10. Weighted toward "you missed it/misread it," situational.

v0.10 — Section F: Spells (4 families by function)

  • F1 Damage success+failure × 3 bands × d10. Backlash tied to the A3 rule. Band = spell level.
  • F2 Healing success+failure × 3 bands × d10. The definitive fix for the Cure Wounds concern: no row deals damage. Failure = healing halved / slot burned / delayed / goes to the wrong target / incomplete cleansing.
  • F3 Control success+failure × 3 bands × d10. Backlash = wrong targeting / mildly affecting the caster, rarely damage.
  • F4 Utility success+failure × 3 bands × d10. Position/perception drift, Dispel/Counter contest. Dieless spells only when the DM wants the risk.
  • Clear routing at the top of the section: spell attack → A3, save-based → trigger is the target's save roll, dieless → DM risk only.
  • A "healing roll" option for healing crits (nat 20/nat 1, no margin — because there's no DC). Detail left to Section H.

v0.11 — Healing arcane backlash (F2 revision)

  • User correction: "doesn't explode ≠ doesn't backlash." Healing spells don't damage the target, but since it's arcane energy, a heavy failure can backlash onto the caster.
  • Path C chosen: functional penalty (healing wasted) + caster backlash on heavy rows.
  • Backlash = 1/3 of the nominal healing, Force type (proportional to healing power). Verified by simulation: safe even for the highest-level spell, Safety Floor applies.
  • Only on heavy rows tagged [Backlash] (High band 1/2/8/10 + Medium band 8). No damage on most failures.
  • Damage only to the caster, never the target.

v0.12 — Backlash type by source (5 types)

  • User request: instead of fixed Force, the backlash type should be colored by the spell's source.
  • A Backlash Type table was added at the top of Section F: Divine→Radiant, Dark→Necrotic, Nature→Poison, Arcane→Force, Spirit/Fey→Psychic.
  • Applies to all spell backlash (F1 + F2). Rule: the damage spell's own type takes priority (fire→Fire); type-neutral/healing → source table.
  • The 4 "Force" references in F2 were tied to "source type." The free-standing fixed Force was removed.

v1.0 — Section G + H (SYSTEM COMPLETE)

  • Section G — Master Reference: G1 which table/trigger/band matrix, G2 common triggering, G3 band thresholds, G4 core limiting rules, G5 spell backlash summary. DM screen card.
  • Section H — Tuning Knobs: H1 severity dial, H2 margin threshold (Off/5+/10+; 10+ recommended at high level), H3 healing crit trigger, H4 fumble severity, H5 Safety Floor mode, H6 social External/Self ratio, H7 speed mode.
  • Markdown fixes (double asterisk).
  • Version 1.0 declared. All action types (A–F) + reference (G) + settings (H) completed.

v1.0.1 — Library integration (2026-07-19)

  • The system was moved into the World Build / Claude_Projesi library: new category folder 08_Ev_Kurallari/ (K20).
  • The main file was renumbered as 12_Kritik_Sistem_5e.md (number 10 in the library was already used by 10_World_Foundations_5e.md; K10 revised).
  • The full package was moved: main file + this revision history + revizyonlar/ (13 snapshots) + simulasyonlar/ (7 Python scripts).
  • _INDEX.md and _PROJE_INDEX.md were updated; the library's backup rule was followed.
  • Rule content unchanged — identical to v1.0.

v1.0.2 — Structure reorganization (2026-07-19)

  • The revizyonlar/ subfolder was removed; 13 version snapshots were moved to the library's central backup system: _yedek/20260719_kritik-sistem-surum-arsivi/ (K21).
  • A template and working discipline for future homebrew system modules was added to _PROJE_INDEX.md as a permanent rule — new sessions can build context from this file + _PROJE_INDEX.md without a handoff prompt.
  • Rule content unchanged again — identical to v1.0.

v1.0.3 — Log naming (2026-07-19)

  • This file was renamed from REVIZYON_GECMISI.md12_Kritik_Sistem_REVIZYON_GECMISI.md (K22, module document naming standard; collision avoidance with the addition of the Event System).
  • Rule content unchanged.

Section Inventory (v1.0)

SectionContentNumber of tables
0Core rule
AAttack (melee/ranged/spell)6 (3 subtypes × success/failure)
BPhysical save (Str/Dex/Con)6
CMental save (Int/Wis/Cha)6
DSocial (Persuasion/Deception/Intimidation)6
ESkill (Physical/Knowledge/Perception)6
FSpell (Damage/Healing/Control/Utility)8 (4 subtypes × success/failure)
GMaster reference5 subtables
HTuning knobs7 knobs

Total ~38 d10 crit tables + reference + settings.