Talk:Mislaid Offspring: Difference between revisions
From DQWiki
Jump to navigationJump to search
mNo edit summary |
(No play tonight) |
||
| Line 1: | Line 1: | ||
== Playing Nights == | |||
# 12 March | |||
# 19 March | |||
# <s>26 March</s> Cancelled | |||
# 02 April | |||
# 09 April | |||
# 16 April | |||
# 23 April | |||
# 30 April | |||
# 07 May | |||
# 14 May | |||
# 21 May | |||
== Opposed Rolling Combat == | == Opposed Rolling Combat == | ||
Summary of rules/changes in play for this game. [[Opposed Rolling Combat]] | Summary of rules/changes in play for this game. [[Opposed Rolling Combat]] | ||
Latest revision as of 03:18, 26 March 2014
Playing Nights
- 12 March
- 19 March
26 MarchCancelled- 02 April
- 09 April
- 16 April
- 23 April
- 30 April
- 07 May
- 14 May
- 21 May
Opposed Rolling Combat
Summary of rules/changes in play for this game. Opposed Rolling Combat
Weapon SC Calculation is unchanged but rather than subtracting defence from SC, a roll is made against both and the quality of results are compared to find the outcome.
Qualities of result are:
- Miss/Fail - rolling above the %chance
- A/1 - rolling <= %chance
- B/2 - rolling <= 40% of %chance
- C/3 - rolling <= 20% of %chance
- D/4 - rolling <= 10% of %chance
- E/5 - rolling <= 10% of (%chance - 100)
- F/6 - rolling <= 10% of (%chance - 200)
Fumble - in addition to the above, a roll above 90+rank of weapon is also a Fumble.
Outcomes:
- A/1 - Standard FT Hit
- B/2 - Max Damage FT Hit (the first damage dice is automatically 10)
- C/3 - Standard EN Hit
- D/4 - Standard SG Result
- E/5 - Max Damage SG Result (the first damage dice is automatically 10)
- F/6 - Max Damage + Guaranteed SG Result (roll until a valid SG result for the weapon is achieved)
Defence:
- Add PC
- Double shield defence. New calc is (5 + rank) * Base Defence of Shield, max rank increased to 5.
- Melee Evade, add 40% (50 +4/rank)
- Defensive Withdrawal is +50% defence and move back 2 hexes
Initiative: No more engaged vs unengaged, all act on IV value.
- Engaged IV is unchanged
- Magical Actions = MA + PC + [Spell or Talent rank] / 2
- Otherwise = AG + PC