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| | | by nem | nem |
Welcome to your new forum! Feel free to delete, reuse, rename this thread as you see fit.
| | | by Angrboða | Angrboða |
The 2d4 have a very different distribution curve to the 1d8. Between the pair of them the 2d4 have an almost 50% chance of one of them acing, so you might expect the average to be 2½ + 2½ + ½x2½ = 6¾ whereas the d8 will average 4½ with only a 1 in 8 chance of acing. But the the d8 will, 1 in 8 times, give a total bigger than 8, and the chances of getting a 15 are the same as getting a 9. The 2d4 really struggle to get 15.
| 1 member likes this | | | by Pandemonium | Pandemonium |
So the way multiple actions work in Savage Finder (Savage Worlds Pathfinder). I have included off-hand attacks because that is Germaine to this portion of the conversation.
MULTI-ACTIONS Characters can perform up to three actions on their turn (one of which may be a limited action). Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.
Wild Cards get their Wild Die on each action as usual.
All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).
Movement and Multiple Actions: A hero may take her actions at different points of her movement as she wishes.
Free Actions: Multi-Action penalties do not apply to free (or limited free) actions.
OFF-HAND ATTACKS Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as Fighting or Shooting, suffer a −2 penalty when done solely with the off-hand.
Off-hand weapons don’t add their Parry bonus unless the hero is Ambidextrous
| 1 member likes this | | | by Pandemonium | Pandemonium |
So this is what I learned...
Order of operations for bolt:
Spellcasting (TN 4) - power activates and uses PP. Compare Spellcasting result to ranged TN of target, ignoring ranged penalties. Cover, Dodge, Arcane Resistance, whatever all applies. Base TN=4. If it hits, roll damage as normal. If the initial activation roll got a raise and it hits, roll the extra d6 raise damage. In the instance where it is being used in melee, then swap step 4 for Parry instead of Ranged TN.
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