| Register Now | |
| My Points | |
| My Games | |
| Page 2 of 2 (26 messages) | « First page... 1 2 |
Based on what I've seen so far, I feel safe assuming that maybe criticals in combat are figured out entirely by the one attack roll.
+1 critical could mean a great deal many things, but I have a feeling that it's effects are in addition to whatever the result was. Like, "target takes an additional critical card on top of whatever damage and criticals he's already taken".
Or perhaps each critical card has a few degrees of bad effects. Like they can get WORSE.
Like that bleeding eye socket that halfling thief got? Well, now it's GUSHING A FOUNTAIN AT YOU. Take a reflex check or choke on rancid halfling EYE blood.
The Wound cards have two sides. A generic "Wound" side and a hidden Critical side. I believe that when you take a Wound you draw a random Wound card. When you take a critical, you flip over one of your Wound cards to reveal the Critical side.
It is possible that +1 Critical means an additional critical ... or it could mean an increased effect/level on criticals showing. Similar to how 1 Boon does X and 2 Boon does Y.
NezziR's excellent dice notations PDF: mywebpages.comcast.net/nezzir/files/nn.zip
WFRP3e Master Skill list v1: home.comcast.net/~dcvdg/WFRP3e/WFRP3e-MasterSkillList_v1.pdf
Gitzman's wonderful WFRP3 site: www.gitzmansgallery.com/
Online (unofficial) WFRP3e dice roller: home.comcast.net/~dcvdg/WFRP_dice_roller/dice_roller.html
Looking at the dice system I can see it is definatly more complex than 2nd ed, though I doubt it will be more complicated once you get used to them.
For me as a player I like the vagueness of the system I prefer general idea of chances of success, however as a GM I like hard difiniative numbers.
While looking at the dice as a GM I keep thinking so how much harder does adding the one missfortune (black die) make the test? Is it different for each players skill level? How much harder does it make for a green individual, a master, someone in between?
While adding dice for increasing difficuilty will it actually increase the difficuilty, sometimes yes, sometimes no. Based on probability as a whole it will, though the amount it will do so will depend heavily on the characters current ability, since each added die changes the current difficuilty by a percentage based on the chances of the faces showing up.
Why doesn't missfortune and fortune dice cancel each other out?
While as a player I look at how the numerical factors of how much does changing my stance (thusly dice) help or hinder my outcome in a slight scale, a little, alot, nothing at all?
While I like the idea of the dice telling how a character succeedes, why would a character know if it was because of skill, luck, training or situation. As a person I couldnt tell you for a significant ammount of tasks, why I succeed or fail in things I attempt is down to luck, skill, training or simply situation.
The player in me likes the Idea, while the GM side of me is cringing in the potential brain explosion of the magnatude of calculations Ill need to achieve. While both still arent sure if its worth the change.
- Loswaith
Henceforth Mortal, Remember...
Loswaith said:
Why doesn't missfortune and fortune dice cancel each other out?
Because both could produce results after the roll. For example, the fortune dice could result in a boon and the misfortune a bane. These don't cancel each other out.
Disclaimer: The views expressed in this post are my own. I do not speak for FFG in any capacity, officialotherwise. To be honest they don't really tell me much about anything, so you can assume I don't know squat.
I mean diddly. I don't know diddly. I did not mention squats. Squats are not making a comeback.
Unless they are. I really don't know!!! Seriously. Though squats were cool. Pity they all got eaten by the 'nids. Or did they?
macd21 said:
Loswaith said:
Why doesn't missfortune and fortune dice cancel each other out?
Because both could produce results after the roll. For example, the fortune dice could result in a boon and the misfortune a bane. These don't cancel each other out.
"Banes and boons cancel each other out – if there are an equal number of both rolled, no bane or boon effects will be triggered". This is from the dice symbol pdf.
Without Signature
Amketch said:
macd21 said:
Loswaith said:
Why doesn't missfortune and fortune dice cancel each other out?
Because both could produce results after the roll. For example, the fortune dice could result in a boon and the misfortune a bane. These don't cancel each other out.
"Banes and boons cancel each other out – if there are an equal number of both rolled, no bane or boon effects will be triggered". This is from the dice symbol pdf.
If you cancel banes and boons out after the roll, there is still a chance that rolls might result in either. If you cancel the dice themselves out then there will be no chance of both (ie one or the other) and in cases where the number of dice are equal, there might be no chance of either.
(obviously the results might be available from other dice types, of course.)
o)-c
Amketch said:
macd21 said:
Loswaith said:
Why doesn't missfortune and fortune dice cancel each other out?
Because both could produce results after the roll. For example, the fortune dice could result in a boon and the misfortune a bane. These don't cancel each other out.
"Banes and boons cancel each other out – if there are an equal number of both rolled, no bane or boon effects will be triggered". This is from the dice symbol pdf.
Woops. Still, Amketch has it right: the odds of getting a bane or a boon are increased when you add the dice. While there is a chance that the two will cancel each other out, that isn't likely. So if you add 1 fortune and 1 misfortune dice, the chances of getting either a boon or a bane are increased, though the chances of getting both at once are not (which is probably a good thing).
Disclaimer: The views expressed in this post are my own. I do not speak for FFG in any capacity, officialotherwise. To be honest they don't really tell me much about anything, so you can assume I don't know squat.
I mean diddly. I don't know diddly. I did not mention squats. Squats are not making a comeback.
Unless they are. I really don't know!!! Seriously. Though squats were cool. Pity they all got eaten by the 'nids. Or did they?
The main reason I ask is tecnically good fortune would cancel out bad fortune, they are diametrically opposite dice from all I can tell.
Seems a weird thing to go this is more difficult because of this and easier because of this, yet neither could actually be the case depending on the luck of the dice, making successes or failure more about luck than simply any skill or preperation (or lack there of) on the part of the player/character.
- Loswaith
Henceforth Mortal, Remember...
So what happens when the results of a dice through all cancel each other out?
Like rolling 2 challenges, which cancel out 2 hammers, and rolling two banes which cancel out your two boons.
Do you ignore the lack of a good or bad result and just re-roll immediately?
Necrozius said:
So what happens when the results of a dice through all cancel each other out?
Like rolling 2 challenges, which cancel out 2 hammers, and rolling two banes which cancel out your two boons.
Do you ignore the lack of a good or bad result and just re-roll immediately?
I would say, ignore the lack of a good or bad result.
Rolling 2 swords, and 2 hammers means that player failed, since he needs at least a 1 hammer more than swords (If I remember right something like that is in the dice symbol pdf).
If it is about counting the results for a skill/ spell/ action/ talent/ anything cards, I suppose it is the same. You just count the symbols that do not cancel each other out.
Such rolls do not happen too often, but thats the case. Better oucomes are rare, and you need to roll good for it to trigger (or use some better dice
).
Blood for the Blood God
Rape for the Rape God
Fart for the Fart God
But it's all subject to Change ^^
chojun said:
Big fat speculation here:
but based on what I can see of the dodge action card in the product description it looks like when you dodge you might add misfortune dice to an opponents roll based on your agility. and for every blank that is rolled you add a recharge to your card. so I'm guessing that armor is represented with the purple challenge dice. this is me guessing. but if this is the case then its a pretty cool way to do things all in one dice roll.
I sincerely hope you're right in this. A separate Dodge roll is one of the big things that slows combats, and tat would be a very elegant way to do it.
Without signature
| Page 2 of 2 (26 messages) | « First page... 1 2 |