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Topic: Dice, exploding...
Started by: Malechi
Started on: 2/20/2004
Board: The Riddle of Steel


On 2/20/2004 at 5:55pm, Malechi wrote:
Dice, exploding...

No not that kind of exploding...and in fact I'm not sure if thats the right word.

Something came up last session regarding dice rolling and its been annoying me ever since. For some reason we've been playing TROS with the rule that in a combat or sorcery, if you roll the dice and get a 10, you get to reroll the dice. The results don't stack, but you have the opportunity to gain extra successes should they reach the TN.

Firstly I can't find it in the book which means I was obviously on crack when we started playing and the "rule" became de rigeur.

Secondly, did I get that rule from someone here? Is it actually a rule that doesn't lie in the books but was agreed upon here? So far its made combat pretty damn short in most cases. With PCs gaining massive amounts of successes as a result (i'm terrible at rolling so its not effected them so much yet).

Thirdly, I've come across a problem should this "rule" not be the case, or indeed if the stacking 10's don't apply to Combat Pools or Sorcery Pool rolls. How do you achieve TNs or CTNs over 10? If they don't exist in the normal system ie no weapon has a TN over 10 and no spell can have a TN over 10, then I'm golden. I only notice this because it becomes relevant when I'm looking at the Ars Magica to TROS rules where CTNs of around 20 are possible. Do Combat and Sorcery Pool rolls stack when 10s are rolled? if so, is there a page reference I'm missing? If not..argh. shoot me ;)

edit: flails have a DTN of 15...so it would seem that >10 TNs for combat are necessary.

Jason

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On 2/20/2004 at 6:35pm, [MKF]Kapten wrote:
RE: Dice, exploding...

If you roll 10 you roll a new dice and adds the result to ten. That's how you can reach TNs over 10.

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On 2/20/2004 at 6:43pm, Malechi wrote:
RE: Dice, exploding...

Yeah.. thats what I assumed once I read the TNs for some stuff.. theoretically a TN of 15+ is possible with Sorcery and DTN 15 is there for the flail. I just couldn't find it referenced in the book. It states Attribute rolls stack 10+'s but nothing about combat or sorcery.

Added to that is the little hallucinatory "rule" we seem to have evolved where a 10 = another roll that doesn't stack, but gives you the chance at another success..

confusion sated, still wierded about the exploding "rule" thing.. I was sure I'd read it somewhere.

J

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On 2/20/2004 at 9:56pm, Brian Leybourne wrote:
RE: Dice, exploding...

The term "exploding" is fairly RPG industry standard now for dice that roll-again-and-add when you get the highest result possible.

And yeah, that's how things should always work in TROS.

Brian.

edit: Hmm, not clear enough. Roll-again-and-add meaning that you add the new roll to the already rolled number, NOT that you roll again and add the result to your pool. Thus it's possible to roll any number at all with no theorteical maximum (although the odds against quickly become enormous), except that of courtse you can't roll a multiple of the highest number on the die (it's impossible to roll 10,20,30...)

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On 2/20/2004 at 9:56pm, Wolfen wrote:
RE: Dice, exploding...

page 6, under Attribute tests.

The problem is probably that it doesn't explicitly state that this rule applies to ALL die-rolls. It does, though is only necessary when the TN is higher than 10.

And no, there are no "additional" successes from this, if I understand what you're saying. If you need a 12, and you roll a 10 and then another 10 on that die for a total result of 20, you don't roll again, and you get a single success because 20>12.

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On 2/21/2004 at 2:57am, Malechi wrote:
Brains on Holiday...

cheers guys much, my sanity thanks you. So too will my bad-guys ;)

J

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