Scifi_Toughguy Posted January 3, 2010 Report Share Posted January 3, 2010 I'm trying to build this into a power. The power requires a skill roll. I'd like to build it so that the success of the skill roll can increase the damage dealt. Is this feasible? Quote Link to comment Share on other sites More sharing options...
the fox Posted January 3, 2010 Report Share Posted January 3, 2010 Re: bonus to damage for great skill roll Sure, it's possible, just partially limit each portion of the power with it's 'own' skill roll, make it all 'one roll/roll together' and figure out it's cost. Quote Link to comment Share on other sites More sharing options...
the fox Posted January 4, 2010 Report Share Posted January 4, 2010 Re: bonus to damage for great skill roll Err, unless there's 'modified' RSR limitation values, you might need to approximate this with Activation Rolls; then you can convert it back to RSR. This can also be, the lower the skill roll, the less damage you do. Because you need to define the top-end of the power, then limit it's portions. Perhaps when your done with an example, we can create new rules for RSR, if this isn't in 6th edition. Also, Variable Power Pool might use a similar mechanic. Simply give yourself a limitation for 'unusable points can't be spent'. This is usually no points, but your VPP would be set to where this occurs frequently, and points are frequently lost. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted January 4, 2010 Report Share Posted January 4, 2010 Re: bonus to damage for great skill roll Oh, this is always a fun topic. I suggest going one of two routes: 1) You can either elect to employ the original Critical Hit rules from Fantasy Hero 5th Ed., or... 2) What I do, which is build those people who intend to deal said "extra damage," build that as a power with an Activation or some such, and then when the attack lands, determine if they met the requirements for the extra damage to go off. This saves you a tremendous amount of kludging about. It's at the heart of things like Deadly Blow; just buy DB for a given attack, then restrict the means by which it activates, so when you "roll real good," or what have you, bang. Extra damage. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted January 5, 2010 Report Share Posted January 5, 2010 Re: bonus to damage for great skill roll Already suggested, but this time with some numbers: 6d6 Blast PLUS 4d6 Blast (requires an OCV v DCV roll) Alternatively: 6d6 Blast PLUS 2d6 Blast (requires an OCV v DCV roll, no active point penalty) PLUS 2d6 Blast (requires an OCV v DCV roll, -1 per 10 active point penalty) That allows for a basic 6d6 damage, 8d6 on a good roll and 10d6 on a very good roll. Quote Link to comment Share on other sites More sharing options...
Doc Democracy Posted January 5, 2010 Report Share Posted January 5, 2010 Re: bonus to damage for great skill roll Sean, as it is bonus damage, you might want to save more points by limiting the additional dice to only to a maximum of 36 STUN . This way the bonus will only supplement until you reach the maximum damage of the core blast. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted January 5, 2010 Report Share Posted January 5, 2010 Re: bonus to damage for great skill roll Sean' date=' as it is bonus damage, you might want to save more points by limiting the additional dice to only to a maximum of 36 STUN . This way the bonus will only supplement until you reach the maximum damage of the core blast.[/quote'] Good plan, but even with 10d6 you are not likely to exceed 36 points of stun or 12 of Body by very much, so the actual limitation value (at least int his particular example) would probably be -0 anyway. Quote Link to comment Share on other sites More sharing options...
the fox Posted January 7, 2010 Report Share Posted January 7, 2010 Re: bonus to damage for great skill roll Limited by Skill Roll: -1, -2, -3 etc. DC or 5pts. per -1 to the skill roll, such that the power is at minimum power, 1DC if you roll your Skill Roll. Rolling lower skill rolls add their increment to the minimum power, up to maximum effect, which requires a 'lower' skill roll. :dyn15- Skill Roll, 12 DC Power, -1 DC per reduction equals 11 'other' segments, 15- to 4- for max. effect. -2 per equals 6 segments, 5 'other' segments =-5 to roll for max. effect, 10-. Even larger increments are possible, and you can set the increment to begin on the other side, such that, by 'barely' making the skill roll results in a smaller, 'remainder' increment, and not the whole increment. :dyn15-, 12 DC's, -4 DC per segment (1/3 power, two other 'rolls') equals 13-, -5 per equals 13- also, either 2 or 5 DC, 14-=7 or 10 DC, 15-= 12 DC. As a custom limitation, you can set it by how much it limits the power, and pay accordingly. Quote Link to comment Share on other sites More sharing options...
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