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Post by Lestat on Dec 3, 2020 14:15:03 GMT -6
If you prefer to essentially eliminate them you can try making them only occur on a miss that also has too many 1s. It will possibly never happen at that rate, but you can feel like you didn't totally houserule it out of existence.
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Post by justinsane on Dec 4, 2020 10:32:00 GMT -6
Fair points. My major concern is with legibility on roll20 - there's no easy way to output "you've rolled this many ones" without hovering over every single attack roll.
Would a reasonable compromise be "guns jam when you keep a 1 on your attack roll", with Unreliable being "also jams if you keep a 2"?
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Post by Traskus on Dec 4, 2020 12:48:15 GMT -6
If you roll enough 1s you have to keep one you’re in a bad spot already. It’s simple, at least. Also sounds merciful at first glance. I say go for it.
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Post by Lestat on Dec 5, 2020 1:25:58 GMT -6
Problem with that is that at 10k10 you more likely than unlikely to roll and be forced to keep a 1. The game already has a problem with more dice making jams more likely, but as you gain levels jams almost become impossible. Not to mention with specialization you never need to keep a 1. If you want to relegate when jamming is possible you can also try making it only happen when you are not proficient, or if the weapon is unreliable.
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Post by justinsane on Dec 7, 2020 12:17:45 GMT -6
Problem with that is that at 10k10 you more likely than unlikely to roll and be forced to keep a 1. The game already has a problem with more dice making jams more likely, but as you gain levels jams almost become impossible. Not to mention with specialization you never need to keep a 1. If you want to relegate when jamming is possible you can also try making it only happen when you are not proficient, or if the weapon is unreliable. We ignore the 10-dice rule - we did back on our L5R days, so no reason to stop now Also, good point about specializations - I'm not sure that's a problem, as it even makes some IC sense (if you're that good with a specific weapon, then you've learned the ins and outs of the firing mechanism).
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Post by dervishvale on Jan 11, 2021 10:48:52 GMT -6
For the Sword School Metro Holografix, when referring to Gear, what exactly does it mean? Is it a type of weapon? Or some sort of item that isn’t covered much in the books?
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Post by Divergent Reality on Jan 11, 2021 14:02:17 GMT -6
For the Sword School Metro Holografix, when referring to Gear, what exactly does it mean? Is it a type of weapon? Or some sort of item that isn’t covered much in the books? "Gear" is the blanket term in Book 1 for other stuff that is not weapons or armor. For a hacking school it would probably be a Data Slate, Combi-Tool, or a computer of some sort. Although to muddle things even more there is a homebrew weapon property that allows them to function as a specific piece of Gear.
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Post by justinsane on May 9, 2021 7:03:36 GMT -6
Is +1k0 a decent alternative to "reroll 1s" as a specialization's benefit? Asking because Roll20 does not like rerolling exploding dice - if you roll a 10 which explodes into an 11, it notices the second dice was a 1 and rerolls the whole thing
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Post by GuardianTempest on May 9, 2021 7:19:20 GMT -6
Is +1k0 a decent alternative to "reroll 1s" as a specialization's benefit? Asking because Roll20 does not like rerolling exploding dice - if you roll a 10 which explodes into an 11, it notices the second dice was a 1 and rerolls the whole thing No, I don't think so. It could either be really impactful or worthless. We've been there before, multiple times. I once screwed up my dice syntax and caused the dice roller to roll in the thousands. My advice is to not use the reroll modifier and simply count the number of 1's by hand then reroll those in a separate set of dice. Sure it's slightly clunky at a glance but also easier as well. Example: 5k3 result w/ specialties: 1, 1, 5, 7 Reroll the two ones manually: 8, 6 Final kept dice: 8, 7, 5
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Post by justinsane on May 9, 2021 7:38:39 GMT -6
Yeah, that won't work for me - some of my players are allergic to math, so it'd bog down the game too much. We even ignore the 10 dice limit for the same reason (aka, if you end up with a 15k3 dicepool, that's exactly what you roll).
Maybe flipping it into 9s explode?
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Post by GuardianTempest on May 9, 2021 8:20:59 GMT -6
That's even worse lol. I'm gonna need outside opinion on the removal of the 10-dice limit, wasn't the main purpose of the 10-dice limit to reduce dice rolling?
Errgghhhh.....uuuhhh....free raise? (+5)
For more complexity, static bonus equal to kept dice. 8k2 is +2, 6k5 is +5. Or maybe +1 per character's level.
I'll wait for opinions from other people. This isn't in my wheelhouse. Maybe you could stop using inline rolls and use sk modifier to sort dice so you don't need to hover over dice rolls.
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Post by username on May 9, 2021 8:21:39 GMT -6
Flipping it to 9's exploding isn't a good idea, that's a rather potent ability would take something away from all the abilities that grant it, like a Power Stat 4 Paragon. Specializations are much easier to come by.
Changing it into an extra 1k0 is strong at low amounts of dice rolled, but if you're allowing lots to be rolled, even if not going above the normal 10, then it will actually be less of a benefit. An extra Rolled 1k0 means about a +2.2, average to a result, although it can vary depending on how many you're keeping. But it increases the randomness and distribution, while a specialization normally does the opposite: Increases the average but decreases the randomness so you can expect to fuck up less. The +1k0 will also have the effect of cancelling out the -1k0 of fatigue, which is important with pure characteristic rolls which normally take a functional -1k1 from fatigue.
If you want to change specializations to +1k0 because of Roll20 being awful I can understand that. It really is miserable and I always counted 'em out by hand when doing roll20 because of the fact they still haven't fixed rerolling 11s. Betters to do the +1k0 than the exploding 9's.
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Post by justinsane on May 13, 2021 3:07:39 GMT -6
Maybe you could stop using inline rolls But I like my pretty macros Still, you have a point - specializations are there to reduce the odds a low roll screws you over. With that in mind, I'm inclined to go with "specializations mean the lowest roll possible is Level * 5, dice be damned". The specific value might need to be tweaked (even tho I feel 5 to 25 is an acceptable range), but how do you guys feel about the overall concept?
Edit: wait, no, level*5 is awful - it kinda works for skill rolls, but attribute rolls can also benefit from specializations. Ugh. +1k0 is looking better and better, just to save myself from this headache.
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Post by justinsane on Jun 25, 2021 13:07:55 GMT -6
Minion rules confuse me.
A Magic User is surrounded by enemy Minions and casts Torment (Necromancy 3, page 170). What happens?
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Post by Amanojyaku on Jun 25, 2021 15:49:23 GMT -6
As written, nothing: Minions don't have hit points even if they can attempt the saving throw. And even if it counts as a hit (it doesn't, you aren't making an attack roll), it doesn't have the Blast quality, so you'd only take out one from the squad. You're giving up half your own hit points for this! May as well have just cast Energyball.
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