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The Riddle of Steel
extra attack power
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Topic: extra attack power (Read 1020 times)
coryblack_666
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Posts: 28
extra attack power
«
on:
April 21, 2004, 05:01:36 PM »
I thought i read this somewhere in the book, but when i looked for it i couldnt find it.
You know how when you do a test for a skill and the level of difficulty is say 16? and so you need to roll a 10 and then atleast a 6 for a success. Well i've been doing this for combat, where if they roll a ten they get to roll another die for the chance at another success. WAs this discussed before?actually in the book? or what do you think?
I thought it was working out really well, it helps to make those armered guys very slightly less armored, and it's helped some of my players land a wound or two on full plated men.
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Cory
Spartan
Member
Posts: 192
extra attack power
«
Reply #1 on:
April 21, 2004, 05:29:59 PM »
It's not in the book, but IIRC WHite Wolf products have that mechanic. It's called, "exploding dice". I don't see it as being a bad idea, though TROS as written has a "hard cap", which I kind of like... keeps things simple. If you like exploding dice though, use them! :)
-Mark
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And remember kids... Pillage first, THEN burn.
Tash
Member
Posts: 284
extra attack power
«
Reply #2 on:
April 21, 2004, 06:04:11 PM »
We treat natural 10s like a critical in D&D. Reroll the die, if its a success then that goes straight to the target ignoring armor in that location.
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"And even triumph is bitter, when only the battle is counted..." - Samael "Rebellion"
Edge
Member
Posts: 112
extra attack power
«
Reply #3 on:
April 21, 2004, 06:39:02 PM »
manji used to do the same thing and it was discussed then as well. Its not actually anywhere in the book but it something that allot of people seem to do.
Our group did it as well for the 1st couple of sessions
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bergh
Member
Posts: 266
extra attack power
«
Reply #4 on:
April 22, 2004, 01:52:19 PM »
we use the exploding dice in our system. hope i have understand it correct.
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Kind regards....
-Brian Bergh
brianbbj@hotmail.com
TRoS .pdf files:
http://fflr.dk/tabletop/TROS/
Lance D. Allen
Member
Posts: 1962
extra attack power
«
Reply #5 on:
April 22, 2004, 06:31:37 PM »
Quote from: Spartan
It's not in the book, but IIRC WHite Wolf products have that mechanic. It's called, "exploding dice". I don't see it as being a bad idea, though TROS as written has a "hard cap", which I kind of like... keeps things simple. If you like exploding dice though, use them! :)
Um.. Not sure I understand what you're talking about, there.. Exploding, as far as I knew, simply refers to the phenomena of a die being able to hit a number higher than it's sides, such as what coryblack mentions when referring to the TN 16. This applies in combat as well as skills, and is explicit in TRoS.
On the other hand, if you're talking about rerolling 10s for extra successes, then I agree that it's not in the rules, and is as it should be.
I could be wrong about exploding dice, but this is as I understand the term.
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~Lance Allen
Wolves Den Publishing
Eternally Incipient Publisher of Mage Blade, ReCoil and Rats in the Walls
Edge
Member
Posts: 112
extra attack power
«
Reply #6 on:
April 26, 2004, 03:44:11 PM »
yeah Lance your understanding it right. Basically what some groups do (mine included, though not anymore) is every 10 rolled gets re-rolled at an attempt to get another success
i found this way to deadly
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Zhores
Member
Posts: 4
extra attack power
«
Reply #7 on:
April 28, 2004, 02:50:15 AM »
This sounds like it would have the effect of rq's critical system. That is, there's always a chance that farmer will score a crit with his butterknife spelling instant death for your character. This kept us on our toes in rq, which was kind of fun, but more often it was very annoying.
Besides rolling 03 on a d100, which is the dice rq uses, is much harder than rolling a 10 on d10. I seem to get tens all the time. It's not uncommon to get 3 or 4 in a single roll.
Finally, tros keeps us on our toes anyway, as it is, without freak chances. :)
Mikael Kulma
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