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Old 09-02-2013, 03:29 PM   #1
Clipper
 
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Join Date: Feb 2012
Location: Sydney, Australia
Default Re: -/+ to run away - STUPID QUESTION ALERT

I'm going to get a little verbose, but I think the following explanation might clear up the confusion. When running away, you don't need to roll a '5 or 6' to escape. The rules actually say you need to roll '5 or better' to escape. That means that under normal circumstances, you do need a 5 or a 6, but a Run Away modifier will change what you roll.

The modifier is added to the number you rolled, so if you roll a natural 4, you consider it to be 5 and you consider a natural 6 to be 7. You escape if this modified result is 5 or better. Thus, if you lose to the Lame Goblin, you run away if you roll 4, 5 or 6 due to the +1 bonus the monster provides. Run Away penalties subtract from the roll. So the -2 from Snails on Speed turns a rolled 6 into a 4, which means they still catch you. To be able to escape the Snails on Speed, you would need a bonus to your Run Away roll from some other source, such as being an Elf (which gives a +1 bonus to Running Away). An Elf running away from the Snails on Speed has a total Run Away modifier of -1, so could escape if they roll a natural 6, as 6 -1 = 5 and that result is 5 or better.

Quote:
Originally Posted by UnfairBanana View Post
Well...you could roll a d7, if you're like me and collect weird dice...
Sorry to spoil the joke (assuming it was one), but in actuality, you can't. It must be a d6.
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Old 09-03-2013, 10:52 AM   #2
MunchkinMan
 
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Default Re: -/+ to run away - STUPID QUESTION ALERT

Quote:
Originally Posted by Clipper View Post
It must be a d6.
And a standard six-sided die that has pips/numbers that represent 1, 2, 3, 4, 5, & 6.
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