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DarthOmega Lieutenant Commander
Joined: 27 Feb 2014 Posts: 121 Location: Backside of WA state
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Posted: Mon Jan 11, 2016 5:14 pm Post subject: Question about die code penalties |
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I've been digging through both the REUP and the 2nd edition revised books and I can't find anything that pertains to a question that came up in last night's session. Likely it's one or two lines and I missed it somewhere, but I figured I'd ask here just in case.
If someone is reduced to zero dice can they still roll a single die (obviously the Wild Die) in order to attempt the action? My quick on the spot ruling was yes due to the nature of the Wild Die and figuring if someone wanted to take that risk it was up to them. In any event I wouldn't mind the official ruling on this just so I know for future reference. _________________ Knowledge is power, and power corrupts...so what does that say about knowledge?
Read my gaming blog at www.alteredrealities.net - click on the tabs near the top for the different pages that usually have character bios and other info. |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Mon Jan 11, 2016 7:38 pm Post subject: |
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in REUP on page 78 it states:
Quote: | For each action taken beyond the first, the player must subtract 1D from all skill or attribute rolls (but not damage, damage resistance, or initiative rolls). Thus, trying to do four actions in one round gives the character a −3D modifier to each roll.
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A character may not rely on any skill or attribute reduced to zero. |
I removed the additional copy to maintain context, it seems that according to REUP if (for instance) trying too many actions reduces your skill die code to 0D, then you cannot do that particular action.
Though I'm interested in what others have to say as well.
T.C. _________________ "For every person with a spark of genius, there are a hundred with ignition trouble." |
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DarthOmega Lieutenant Commander
Joined: 27 Feb 2014 Posts: 121 Location: Backside of WA state
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Posted: Mon Jan 11, 2016 7:57 pm Post subject: |
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See I knew it would be one line that I missed somewhere lol. _________________ Knowledge is power, and power corrupts...so what does that say about knowledge?
Read my gaming blog at www.alteredrealities.net - click on the tabs near the top for the different pages that usually have character bios and other info. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jan 11, 2016 9:18 pm Post subject: Re: Question about die code penalties |
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DarthOmega wrote: | I've been digging through both the REUP and the 2nd edition revised books and I can't find anything that pertains to a question that came up in last night's session. Likely it's one or two lines and I missed it somewhere, but I figured I'd ask here just in case.
If someone is reduced to zero dice can they still roll a single die (obviously the Wild Die) in order to attempt the action? My quick on the spot ruling was yes due to the nature of the Wild Die and figuring if someone wanted to take that risk it was up to them. In any event I wouldn't mind the official ruling on this just so I know for future reference. |
I have read both the main and R&E rule book for 2e and can't find anything covering this.. My gut says if you are reduced to 0 dice due to penalties (MAPS and wounds) then you don't get to act with that skill.. Try another. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Jan 11, 2016 10:03 pm Post subject: |
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I have allowed a 0D+1 or 0D+2 roll in some circumstances, but I wouldn't for a character that is mapped out. (There is supposed to be limit to how many actions someone can do in a round.) Like wounded or some other reduction in skill, for a single action, with a difficulty more than the pip value. The PC rolls one "0D wild die":
A result of 2, 3, 4 or 5 = failure
A result of 1 = failure plus complication.
A result of 6 = 0, but die explodes and the next roll starts counting. And then when explosion stops, add the pips.
So the only hope for success on a "0D" roll is to get a 6 so you can keep rolling and possibly get lucky (still only likely for very low difficulty stuff).
I've also use 0D (including 0D+1 and 0D+2) for some alien species attribute dice to represent primitive characters (not PCs of course). _________________ *
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