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Old 08-10-2018, 05:55 PM   #23
ak_aramis
 
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Join Date: May 2010
Location: Alsea, OR
Default Re: Critical success / failure on more than 3 dice

Quote:
Originally Posted by zot View Post
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.
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

Last edited by ak_aramis; 08-10-2018 at 06:21 PM.
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