Primes?

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Realmsbard
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Primes?

Post by Realmsbard »

I rolled a test fighter. STR=15, DEX=11, CON=11, INT=7, WIS=7, CHA=9

I gave DEX and CON primes. On the c-sheet do I list STR as 15+1+1 and

CON and DEX as 11=1?

realmsbard

There may be a list of dumb questions.

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gideon_thorne
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Re: Primes?

Post by gideon_thorne »

Primes give a +6 bonus. But there's no need, unless you want to, to list the bonus. Just mark a "P" next to the primes.
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serleran
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Post by serleran »

I assume that fighter was human, to have the two other Primes. Next to any attribute you list its modifier. Next to the ones designated as Prime, you list it as Prime. Fighters automatically get Strength Prime... nonhumans can select one other attribute to be Prime, and humans can have two others. You don't have to list level next to the attribute modifier because it adds to virtually every check (there are exceptions...) anyway.

Realmsbard
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Post by Realmsbard »

I'm working from the quick start rules. My book should be here today. I did not see where primes added 6.

Thanks, Realmsbard

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gideon_thorne
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Post by gideon_thorne »

Realmsbard wrote:
I'm working from the quick start rules. My book should be today. I did not see where primes added 6.

Thanks, Realmsbard

The base roll is vs an 18, when you have a prime you roll vs a 12. Thats where the adding a "+6" comes in.
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serleran
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Post by serleran »

They technically add six, if you assume a base challenge of 18 for everything, plus difficulty, because the difference between base of 12 for Prime and base of 18 for non-Prime is 6. Some people just find it easier to deal with the "+6" instead of two separate bases.

Realmsbard
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Post by Realmsbard »

serleran wrote:
They technically add six, if you assume a base challenge of 18 for everything, plus difficulty, because the difference between base of 12 for Prime and base of 18 for non-Prime is 6. Some people just find it easier to deal with the "+6" instead of two separate bases.

The fog of war is lifting somewhat.

Realmsbard

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slimykuotoan
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Post by slimykuotoan »

Yeah, an easy way to do it -or at least it works well for me- is to remember 12 and 18.

The base roll a character needs to get on a d20 to make an ability check or saving throw is 12 if it's for a prime ability (ie. The rogue needs to dodge a breath weapon attack using DEX) or 18 for a non-prime (ie. my dwarven fighter has to negotiate with the local merchants using his charming personality CHAR).

These are modified by the Castle Keeper:

"The merchants are Baklunish, and used to shrewd business transactions, so it'll be really difficult to get them to give the dwarf water for 1/3 the going price..."

"I'll asign a CL of 7 to the task."

Now the dwarf needs to roll a 25 (non- prime 18 + CL 7).

Since this is a non-prime for the dwarf (the player didn't pick charisma as the demi-human's second prime) the player must roll a d20 only.

No water for the dwarf...

In the first example, the rogue needs to roll an 18 (base 12 for prime dex ability + 5 for the CL ( the dragons hit die).

He also gets to add his level to the roll (prime) plus any dex ability modifiers.

So, he needs an 18 on a d20, but gets + 3 to the roll (+2 dex modifer +1 for 1st level).

At first I thought the SEIGE system was a passing fad for me, but it turns out I really do enjoy it, and will probably keep using it for all my fantasy games.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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