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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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