Rules Questions

Sep 30, 2020 10:11 pm
Post your rules questions in this thread.
Sep 30, 2020 10:34 pm
Shaquille_Oatmeal_ says:
OOC:
So if you decide to act with each of your three tentacles, and also pull the ship through the water, that'll count as two full actions (meaning you'll get a -2 penalty to all your rolls). Since tentacles grapple at +2, you'd end up rolling at no penalty for each tentacle grapple, and -2 on the Strength check to pull the ship. Hopefully that makes sense.

If you decide to grapple, each tentacle gets an Athletics check, and each tentacle gets a Wild Die.
Thanks for cllarification, I forgot that tentacles had +2.
Do Athletics checks get penalized? This was my main concern, since my Athletics are kinda not good. XD
Sep 30, 2020 10:41 pm
FlyingSucculent says:
Shaquille_Oatmeal_ says:
OOC:
So if you decide to act with each of your three tentacles, and also pull the ship through the water, that'll count as two full actions (meaning you'll get a -2 penalty to all your rolls). Since tentacles grapple at +2, you'd end up rolling at no penalty for each tentacle grapple, and -2 on the Strength check to pull the ship. Hopefully that makes sense.

If you decide to grapple, each tentacle gets an Athletics check, and each tentacle gets a Wild Die.
Thanks for cllarification, I forgot that tentacles had +2.
Do Athletics checks get penalized? This was my main concern, since my Athletics are kinda not good. XD
Yes, Athletics checks can get penalized just like any other skill.
Sep 30, 2020 10:43 pm
I meant multi-action penalty.
Edit: nvm, got it. Sorry, feeling a bit sick today and it shows in comprehension. XD
Last edited September 30, 2020 10:45 pm
Oct 2, 2020 9:10 pm
do you reroll an Ace when calculating damage?
Oct 2, 2020 9:17 pm
valdattaMadun says:
do you reroll an Ace when calculating damage?
Yes, you can Ace on Trait rolls and damage rolls.
Oct 2, 2020 9:25 pm
nice. I added my ace roll to the end of the damage. next time I will try and remember to hit "reroll aces" for damage

I did that right?
Oct 2, 2020 10:54 pm
valdattaMadun says:
nice. I added my ace roll to the end of the damage. next time I will try and remember to hit "reroll aces" for damage

I did that right?
Yep, looks good.

Also, you got a Raise on your Athletics roll, so you get +1d6 bonus damage. This damage die can also Ace.
Oct 2, 2020 11:40 pm
Sweet. I have added the "Raise" Damage. Looks like I did well on the roll
Oct 3, 2020 9:22 am
As a player, one thing that it took me a while to grasp is that if you roll a trait with a penalty, for example a -2 Fighting for multi-action, that penalty affects also the wild die segment of that roll.

So it becomes:
Wild die 1d6 (exploding) -2
Fighting 1d8 (exploding) -2

Same for bonuses, for example the +2 for a Wild Attack. Add it to the Wild Die and to the Fighting skill. And everything can explode.

(Or we can think them as, we roll Wild and Trait die, choose the best, THEN apply the modifier.)

The amount of times I got this wrong!
Oct 3, 2020 4:23 pm
Dr_B says:
As a player, one thing that it took me a while to grasp is that if you roll a trait with a penalty, for example a -2 Fighting for multi-action, that penalty affects also the wild die segment of that roll.

So it becomes:
Wild die 1d6 (exploding) -2
Fighting 1d8 (exploding) -2

Same for bonuses, for example the +2 for a Wild Attack. Add it to the Wild Die and to the Fighting skill. And everything can explode.

(Or we can think them as, we roll Wild and Trait die, choose the best, THEN apply the modifier.)

The amount of times I got this wrong!
Yeah, I usually think of it as 'choose the best result, THEN apply the modifier'
Oct 13, 2020 5:47 pm
What is the rule on exploding dice for Spirit rolls to overcome Shaken. I am fairly certain they still explode but I don't know the advantage to that?
Oct 13, 2020 6:15 pm
If you succeed with a raise, you can act immediately. Otherwise, a success removes the Shaken condition but that's your turn.
Oct 13, 2020 8:15 pm
Qralloq says:
If you succeed with a raise, you can act immediately. Otherwise, a success removes the Shaken condition but that's your turn.
That was changed in Adventure Edition. The Spirit roll to recover from Shaken is now a free action. So if you succeed then you can act normally in that turn.

I think this was changed because players were complaining about being stuck Shaken for the entirety of combat.
valdattaMadun says:
What is the rule on exploding dice for Spirit rolls to overcome Shaken. I am fairly certain they still explode but I don't know the advantage to that?
When it comes to the Spirit roll for recovery from Shaken, there’s no special benefit for getting a raise. Either you succeed or you fail.
Oct 13, 2020 8:57 pm
Shaquille_Oatmeal_ says:
Qralloq says:
If you succeed with a raise, you can act immediately. Otherwise, a success removes the Shaken condition but that's your turn.
That was changed in Adventure Edition. The Spirit roll to recover from Shaken is now a free action. So if you succeed then you can act normally in that turn.

I think this was changed because players were complaining about being stuck Shaken for the entirety of combat.
valdattaMadun says:
What is the rule on exploding dice for Spirit rolls to overcome Shaken. I am fairly certain they still explode but I don't know the advantage to that?
When it comes to the Spirit roll for recovery from Shaken, there’s no special benefit for getting a raise. Either you succeed or you fail.
So in these instances, the only time a Raise may matter is if you have a negative modifier and the max dice isn't actually good enough to succeed.

Making any dice, with any negative modifier TECHNICALLY possible to succeed still.
Oct 15, 2020 6:40 am
valdattaMadun says:
So in these instances, the only time a Raise may matter is if you have a negative modifier and the max dice isn't actually good enough to succeed.

Making any dice, with any negative modifier TECHNICALLY possible to succeed still.
That’s right. Acing and Raises means that you always have a chance to succeed.
Oct 15, 2020 7:11 pm
Shaquille_Oatmeal_ says:
OOC:
@Taclydus, It's be 1d12+16 if you're rolling your Strength as damage. The damage is different since you are pulling at it rather than making a claw strike or blunt attack. But it doesn't matter, you succeeded anyway. You tore away the missile battery from the Dauntless at the end of last round.

Okay, players have the initiative. Kaiju may act at their discretion.
Moving my question here:

I thought Kaiju had the "Increased Damage" Trait so that Strength Damage was "Str+ 2d12 (AP 24)" or is that "Striking damage" if you will? just trying to get the idea of how it is calculated

edit: lol I need to read more carefully ignore
Last edited October 15, 2020 7:11 pm
Oct 16, 2020 7:14 pm
valdattaMadun says:
Shaquille_Oatmeal_ says:
OOC:
@Taclydus, It's be 1d12+16 if you're rolling your Strength as damage. The damage is different since you are pulling at it rather than making a claw strike or blunt attack. But it doesn't matter, you succeeded anyway. You tore away the missile battery from the Dauntless at the end of last round.

Okay, players have the initiative. Kaiju may act at their discretion.
Moving my question here:

I thought Kaiju had the "Increased Damage" Trait so that Strength Damage was "Str+ 2d12 (AP 24)" or is that "Striking damage" if you will? just trying to get the idea of how it is calculated

edit: lol I need to read more carefully ignore
No worries. A few types of attacks do damage equal to your Strength. It's usually attacks that don't involve "hitting" something, per se. Crushing damage from grappling is an example.
Oct 17, 2020 11:09 pm
Can a Kaiju take Martial Artist? Also if I did, or Brawler for that matter, would it add the d4 to damage or just change into a +1 on the existing strike bonus? I'm back-and-forth'ing in my head on whether I want that, or to raise a stat.
Oct 17, 2020 11:20 pm
Haha, I was looking at that Edge, too.
Oct 18, 2020 1:27 am
AutoEquestrianism says:
Can a Kaiju take Martial Artist? Also if I did, or Brawler for that matter, would it add the d4 to damage or just change into a +1 on the existing strike bonus? I'm back-and-forth'ing in my head on whether I want that, or to raise a stat
I’d say no on Martial Artist for a kaiju, only because I envision that Edge representing formal combat training. Granted, Godzilla does perform a flying drop kick and boxing moves in some of the movies, but I choose to pretend that didn’t happen ;) Kaiju do already have one of the benefits of that Edge - they automatically ignore the Unarmed Defender rule.

But I’m fine with kaiju taking the Brawler Edge. My understanding is that Brawler upgrades the +d4 bonus damage die, not the base Strength die. So for someone with the Brawler Edge and Claws, the d4 becomes d6.

That means a kaiju with the Brawler Edge and the Claws racial ability would do Strength+2d12+1d6 for damage. Without Claws, it would be Strength+2d12+1d4.
Oct 18, 2020 12:24 pm
Okie doke, thank you for the clarification!

You do not have permission to post in this thread.