12/18 or +6 for Primes?
12/18 or +6 for Primes?
How do you tend to describe the effect of primes?
I find it easier to describe them, in game, as giving a +6 to related rolls, allowing me to set a solid DC for everyone to hit ("Beat a 24"), rather than a CL that they have to add in. But I find it's more difficult, conceptually, for folks to get whether they add things are not (they always want to add the +6 from being prime to attack and damage, for example).
I find it easier to describe them, in game, as giving a +6 to related rolls, allowing me to set a solid DC for everyone to hit ("Beat a 24"), rather than a CL that they have to add in. But I find it's more difficult, conceptually, for folks to get whether they add things are not (they always want to add the +6 from being prime to attack and damage, for example).
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy
Re: 12/18 or +6 for Primes?
I'm a 12/18 kind of guy. The CL is the CL no matter which method you use. But I get what you are saying.
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Re: 12/18 or +6 for Primes?
"Roll. What did you get?"
Re: 12/18 or +6 for Primes?
Same here less notes for me and faster for my players. I just say "save vs. CL of 20 against Wisdom."Mark Hall wrote:How do you tend to describe the effect of primes?
I find it easier to describe them, in game, as giving a +6 to related rolls, allowing me to set a solid DC for everyone to hit ("Beat a 24"), rather than a CL that they have to add in.
Done.
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Re: 12/18 or +6 for Primes?
I use the 12/18 split. I always have the players figure out the math on their side. So they roll the dice, and tell me how much they beat their target number by. I them tell them if they pass or fail... usually in a vibrant, and descriptive way.
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Re: 12/18 or +6 for Primes?
I have them add +6 to primes. They know if they can use it or not, based on class skills, etc.
I set a single CL of 18+level=CL
They add prime and modifiers and I give them any penalties based on terrain, conditions, etc.
If they beat the CL, they save or are successful. I never tell them the CL however.
For newbs, yes they get combat mixed in. Give them a few sessions and they will get it. If not, kill them and move on.
I set a single CL of 18+level=CL
They add prime and modifiers and I give them any penalties based on terrain, conditions, etc.
If they beat the CL, they save or are successful. I never tell them the CL however.
For newbs, yes they get combat mixed in. Give them a few sessions and they will get it. If not, kill them and move on.
Re: 12/18 or +6 for Primes?
I use the 12/18, and it works well enough. Either is fine, however.
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Re: 12/18 or +6 for Primes?
I like the 15/+3 version of the Siege Engine a lot... A whole lot. I actually think it works with the mechanics of the game much better as I see so many things broken down in series of 3s. But that being said, doesn't it seem like it makes all of the saves/checks flat? Isn't a single difference of +3 between what a character is good at versus what a character has little or no training in, too similar? +6 seems like quite a bit of difference, whereas +3 is too little. Just saying.
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Re: 12/18 or +6 for Primes?
That's how I do it.Omote wrote:I use the 12/18 split. I always have the players figure out the math on their side. So they roll the dice, and tell me how much they beat their target number by. I them tell them if they pass or fail... usually in a vibrant, and descriptive way.
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Re: 12/18 or +6 for Primes?
I usually remind my (newer) plays, "You generally need to beat an 18 on your DEX roll to dive out of the way from the dragon's breath, please add your modifiers to your raw roll, don't forget if DEX is your prime to add +6. Tell me what you rolled and if you can think of any reason I should be adding special modifiers to your roll?" This gets them thinking (and learning) and I add difficulty on my end and any changes I need then I announce the success or failure as "colorfully" as I can as I move around the table hearing the scores rolled. So I like "one roll to rule them all".. then modify based on primes and scores and specials.. with final make/fail as defined by my modifiers which I keep "secret". Normally I let the dice tell the tale with little fudging on my end.. but then sometimes I need to fudge also. We also use Hero and Luck points so they sometimes affect things depending on how important the roll is.. like escaping dragon's breath for half.. which is still pretty nasty stuff....
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
