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Old 10-03-2023, 04:32 PM   #31
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Explosive gems

Quote:
Originally Posted by Drakenbow View Post
Charm isn't a DX bonus. Legacy on p.162 doesn't quite live up to the explaination from the Codex (classic). It states the bonuse is added to the die roll and nothing about the actual attribute. The Codex is more clear.
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Reference is the Codex, last page of the Q&As "Question on charms"
Q: Does a charm item effec the die roll before or after the check for automatics/criticals/fumbles? e.g. roll and (sic) 18 with +2 charms treat as 16 (auto miss) or 18 (break weapon)?

A: before, curse works the same way.

<two more questions>
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So, it modifies the roll itself with the final result needing to be within the original range. eg having a +2 Charm changes a roll to hit of 5 into a 3 for triple damage, but it does not change a roll of 3 into a roll of 1.
I agree that Charm will prevent an 18. But you also spoke of a "Taking your time" option. That wouldn't prevent an 18.

Now maybe you realized that "Taking your time" isn't strictly relevant to the problem of prematurely exploding gems, but I wasn't sure.
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Old 10-03-2023, 06:29 PM   #32
Drakenbow
 
Join Date: Sep 2023
Default Re: Explosive gems

Quote:
Originally Posted by phiwum View Post
I agree that Charm will prevent an 18. But you also spoke of a "Taking your time" option. That wouldn't prevent an 18.

Now maybe you realized that "Taking your time" isn't strictly relevant to the problem of prematurely exploding gems, but I wasn't sure.
I reread what you posted. I missed out for what ever reason catching the last part.

But to clarify my comment on "Taking your time" was specifically to a previous comment by Bill_in_IN which I specified as a tangent based on this, not about rolling 18s.

Bill_in_IN
"I do allow for a thrown spell DX adjustment to be waived if the wizard casting it is touching the target."
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