Sorry! Didn't read! I thought you were referring to the MG version. It's a pain sometimes to keep all the versions straight
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It doesn't help that they name different game systems of the same setting the same thing!
Damned,
Will certainly do. I'm looking at the PDF of the rules now. Skill rolls are 1d10+Mod, with TN 2/6/10/14/18 depending on the difficulty of the task. Weapon attacks roll on a table to see where they hit..armor from that location is deducted from the damage (damage is a flat number called Damage Point Value, or DPV), and then remaining damage is applied to character.
Also looking how to adjust the character sheet (adding boxes, etc to track information if possible).
GB
Coma esta, Damned! I mentioned a little about the dice mechanics to you in another thread. The basics of mechanics are 2d10+mod, exploding, vs Target Number, but it occasionally uses 3d10, exploding, take the highest 2 and add modifiers, and it also occasionally uses the opposite of that, 3d10, exploding, take the lowest 2 and add modifiers. Damage is done in exploding d6s adding an Attribute for melee, so that I think is already done. Mech Combat is accomplished with 2d6 exploding vs Target Number and damage for mech combat is fixed. Let me know when is good for you for time
This is a great idea, damned, and I'd love to take you up on this for Fragged Empire. Less about the dice rolls (as they are straight 3d6) but more about how damage is taken and applied, and how to extend MoreCores ability to track attributes and attribute damage.
Well the mechanic is as it sounds; always 3d10 each d10 explodes on a 10 but you discard the highest roll. You are still attempting to roll high, you are just forced to take the lowest dice. If you rolled 3 10s, they would each explode, and if you rolled another 10 on those dice, that "20" (10+10) would explode again, but you would be forced to discard it. It is a penalized roll to reflect untrained skill usage. Anything else?