Topic: extra attack power
Started by: coryblack_666
Started on: 4/22/2004
Board: The Riddle of Steel
On 4/22/2004 at 1:01am, coryblack_666 wrote:
extra attack power
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.
On 4/22/2004 at 1:29am, Spartan wrote:
RE: extra attack power
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
On 4/22/2004 at 2:04am, Tash wrote:
RE: extra attack power
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.
On 4/22/2004 at 2:39am, Edge wrote:
RE: extra attack power
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
On 4/22/2004 at 9:52pm, bergh wrote:
RE: extra attack power
we use the exploding dice in our system. hope i have understand it correct.
On 4/23/2004 at 2:31am, Wolfen wrote:
RE: extra attack power
Spartan wrote: 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.
On 4/26/2004 at 11:44pm, Edge wrote:
RE: extra attack power
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
On 4/28/2004 at 10:50am, Zhores wrote:
RE: extra attack power
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