Quote:
Originally Posted by zot
Do the new rules handle this?
It occurred to me that you could roll 3 dice first, check for automatics and criticals, and then add in more dice if it's not automatic or critical. This would keep the same probabilities for automatic and critical success / failure.
You could also have 3 white dice, use other colors for extra dice, and roll them all at the same time, using only the white ones for automatic / critical results.
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The original rules handle it.
AM page 18 covers 4d with full detail level for combat rolls.
ITL page 40 covers 1d to 8d for saving rolls - but notes that auto success should not be used for other types of rolls. (automatically failing, however...)
Combining them fully is not done until Dragons of Underearth, and the FMC-81 includes the table, as well...
The auto-success range is formulaic: On
n dice where
n>1,
a=(3×(n-1))-1 or less succeeds. The bad results mirror it, so
f=7n-a or more
If making combat rolls...
Special success (2×Damage) and critical success (3×Damage) are part of the range defined by a.
I need to check for the correct ranges.
Pulled the following table from my notes:
Code:
Dice 2 3 4 5 6 7 8 9
Damage ×3 — 3 4-5 5-7 6-9 7-11 8-13 9-15
Damage ×2 — 4 6-7 8-10 8-10 12-16 14-19 16-22
Autohit ×1 2 5 8 11 14 17 20 23
Automiss 12 16 20 24 28 32 36 42
Drop weapon — 17 21-22 25-27 29-32 33-37 37-42 43-48
Break weapon — 18 23-24 28-30 33-36 38-42 43-48 49-54