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[DL] stun, wind, and quickness rolls



Obligatory newbie warning...

Ran through a simple combat scene with one of my posse last night in order 
to learn and teach the mechanics.  Here's some things that are not very 
clear to me:

1)  Quickness rolls - Player's guide page 113 says that at the beginning of 
combat rounds, each player makes a Q roll against a fair TN. "You get to 
draw 1 card from the action deck plus one for EVERY SUCCESS and raise."  The 
capitalized part (caps mine) makes it sound like the players get a card for 
EVERY success - i.e., if Q is 4d10 and all 4 are at least 5, then 4 
'successes.'  That is inconsistent with the normal rolling method.  Thus i 
have assumed that the rule means "1 card plus 1 card for success and 1 card 
for each raise (max 5)."  Am i right?

2)  Stun rolls - when wounded and rolling for stun, is the roll handled like 
a normal trait/aptitude roll - i.e., take the high die?

3)  Wind rolls - when wounded and rolling Xd6 for wind loss with X being the 
wound level (btw, is that the 'just inflicted' wound level or the overall 
worst wound level?), is the roll treated like a trait/aptitude roll (with 
aces), or is it like damage where all dice are added together (with aces)?

Thanks for the help you all continue to give.  We are starting our first 
campaign very soon.  I've already written separate prologues for each posse 
member (2) and emailed them to them (trying to whet appetites:)).  If you 
like, I'll send you a copy so you can critique my work.

Thanks again,

Ricky
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