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Old 02-25-2018, 07:19 PM   #3
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: To-Hit Roll in Advanced Wizard

It's good to be explicit with a basic game mechanic :) If it's really not in there, I should just block copy the following from Wizard:

ROLLING TO HIT
The “to hit” roll is the basic roll in Wizard. It is a roll made on three dice, to determine whether a figure “hit” – that is, whether its spell worked, its staff or sword struck, etc.
In order to hit, a figure must roll its adjusted DX or less on 3 dice. All DX adjustments are cumulative. Starting with a DX of 11, for example, a figure might have -2 for range to the target, -2 for having been severely wounded last turn, and +3 because another wizard had cast a 3-point Aid spell on it . . . thus, its adjusted DX that turn would be 10, and it would need to roll 10 or less on the 3 dice. After making a “to hit” roll, the figure rolls again for damage if it hit with a weapon or with a missile spell. Other kinds of spell have various effects when they hit – see below.
Some rolls have special significance. When you roll to hit, a 3, 4, or 5 is an automatic hit, and 16, 17, or 18 is an automatic miss, regardless of DX. Furthermore:
A roll of 3 means triple effect. Missile spells and physical attacks do triple damage. Creation spells produce three of whatever you wanted. Other spells have triple effect in any one way the player chooses: three times as long, or three times as powerful, or any other tripling. (You cannot have a spell affect the original target figure and two others, though.) There is no extra ST cost then or later for the triple effect.
A roll of 4 means double effect – as above, but only doubled.
A roll of 5 is an automatic hit, whatever your DX.
A roll of 16 is an automatic miss, whatever your DX.
A roll of 17 is an automatic miss, and the wizard loses the full ST cost of the spell. The spell fizzles immediately, even if it was a missile spell.
A roll of 18 is an automatic miss/fizzle, as above, and the wizard still loses the full ST cost of the spell. In addition, the shock knocks him down.
For weapons and staffs: a roll of 17 is a dropped weapon/staff. A roll of 18 is a broken weapon/staff.
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