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June 8th, 2012, 15:44 #1
Questions about SW system and ruleset
I was wondering, the SW ruleset reports when a 'Trait roll' is a '1'. My understanding is, the roll doesn't fail unless both die come up '1' (for Wildcards). Is there a rule I'm missing that says something happens when the trait roll comes up 1 (and the Wilddie does not), or is that just for reference?
Another question I've always had, in the rule book it gives an example of someone making a ranged attack, at the default TN of 4. In the example they mention that if you roll 4 over to hit then you hit with a raise. Is that 4 default for all skill raises, no matter the TN? For example, if I'm in melee combat with someone that has a parry of 6, do I need a 10 to raise, or a 12?
Thanks,
NezUltimate License
Rulesets by NezziR:
WFRP2 for FGI, WFRP2 for FGII, Dark Heresy for FGII,
Savage Fallout for FGII and Savage Worlds, FGII help mod.
https://groups.yahoo.com/neo/groups/fgvtt/files
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June 8th, 2012, 18:59 #2Originally Posted by nezzir
Other settings add other rules, for example weapons can jam or degrade in quality when a '1' is rolled.
Originally Posted by nezzir
e.g.
Shooting a target at short range: 4 = hit, 8 = hit with raise
Shooting a target at medium range: 4 -2 (range modifer) = miss, 6 -2 = hit, 10 -2 = hit with raise.
Fighting roll against a Parry of 6: 6 = hit, 10 = hit with raise.
Hope that helps!
Thanks,
Nez[/QUOTE]My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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June 8th, 2012, 20:05 #3
Yes, that answers my questions completely. Thank you.
--NezUltimate License
Rulesets by NezziR:
WFRP2 for FGI, WFRP2 for FGII, Dark Heresy for FGII,
Savage Fallout for FGII and Savage Worlds, FGII help mod.
https://groups.yahoo.com/neo/groups/fgvtt/files
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July 4th, 2012, 18:39 #4
I have one on a similar topic...
We're using the Savage World Extensions, not sure if this "issue" exists without it yet.
On the Character sheet, one can right-click on a trait and set (semi-permanent) modifiers to the roll for that trait. This modifier shows itself in the lower-right of the trait dice.
But, somehow (the crux of the issue), one can also modify the wild-die associated with that trait... apparently also semi-permanently. This shows up as a d8 (or whatever die) in the upper right of the trait dice.
I have one character sheet showing this "accidentally" (and getting the resulting rolls)... and I don't know how to reset or remove it. Any pointers?
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July 4th, 2012, 19:01 #5Originally Posted by Tryll"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
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July 4th, 2012, 19:20 #6
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