Weird, I will check it, but it was working fine for me earlier. I don't know if I will get to it before tomorrow.
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Weird, I will check it, but it was working fine for me earlier. I don't know if I will get to it before tomorrow.
Ok, I think I fixed everything - try again.
I've just been playing my first couple of DCC sessions in a cool event for Halloween (and beyond). I just want to give lots of respect to leozelig for this ruleset. This is a cut above the rest of community rulesets and plays very well. Great work - give it a go for lots of DCC old-school goodness!
I was browsing through the Mighty Deed of Arms rules last night, and I noticed the following little tidbit under the warrior class description...
Unlike other classes, warriors do not receive a fixed attack modifier at each level. Instead, they receive a randomized modifier known as a deed die. At 1st level, this is a d3. The warrior rolls this d3 on each attack roll and applies it to both his attack roll and his damage roll... The warrior always makes a new roll with this die in each combat round. When the warrior has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round.
and this...
Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat... The Deed does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
In other words, the deed die is only rolled once per round, and if a combat maneuver is performed as your deed, this effect (pushing, blinding, etc.) takes the place of the bonus to damage. Sooo... I am going to dissociate the deed die from attack and damage rolls. This requires a little more activity by the player (dragging the deed die result to the modifier stack), but the ruleset needs flexibility to run this mechanic correctly, unfortunately at the cost of a minor automation.
Other ideas for the character sheet:
- Create additional fields for multiple action dice in a single weapon list entry
- Allow the player to specify the ability score modifier for spell checks
I think the deed die does the extra damage, but a roll of 3 or higher triggers the mighty deed if it was declared.
So one roll per round that applies to all attacks and damage.
On a 3 or higher, if a hit and if one was declared then a Mighty Deed happens.
The Mighty Deed does not do extra damage is what that rule is saying, not that the deed die does not.
Your interpretation is what most people seem to do in the games I have played, so I won't disagree with that. Some deeds might deal extra damage - precision shot, for example. It's all up to the judge ultimately.
Here's what I am working on now...
Attachment 16177
We can always ask them on the rules. I think they have a G+ group or something similar.
They have a forum.
The way that I have always interpreted the rule and still do after reading your post carefully is: the deed, in and of itself, doesn't always add any damage; it has some effect. In practice though, it sometimes does add damage. It just depends on what the deed was that was attempted, how the deed was written up, and what number was rolled. The same could be said about critical hits. Critical hits don't, in and of themselves, mean that you did more damage. But, sometimes they do.
To the point, though, none of this means that you don't add your Deed Die result to your damage roll when you do a Mighty Deed. It isn't an either/or thing. You always add your deed die result to both attack and damage. It just sometimes also can be used to declare a Mighty Deed.
Technically speaking, it is correct, that you would only roll the Deed die once each round and add that to all attacks, no matter how many the warrior (or warrior hybrid) made. However, I don't think this is practical to do in the software ruleset. I like the way it works now. Please don't change it just to make it more like pen and paper play.
Also, technically, you are indeed supposed to declare the Mighty Deed you want to perform before your roll your attack. However, in practice, I feel it slows play down by making the player choose a mighty deed that he might not even get to perform. That is why I wait to see the roll first and then ask what Deed they wanted to do if they succeeded. Mere practicality, that is all.
Oh, and that screenshot looks awesome.