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Old 03-29-2018, 07:31 PM
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The Step System

The Step system in Earthdawn is pretty fun on tabletop, though very difficult to manage in PbP. The Playtest used a set of codes that I had cludged together, but required a ton of rerolls and edits when dice exploded. Fortunately, we now have the ottdmk method.

The ottdmk methodThis is a better method of rolling dice for Earthdawn, the groundwork and code was found by ottdmk and it works brilliantly! The lines of code for the [DICE] tags are lengthy and really clunky, but if you just copy-paste the code, you'll have it ready to go. I have reformed all of the steps, one with karma, in this section. I highly recommend copy-pasting these lines of code, it's a much better system that does not require constantly editing and adding your explosions! (Makes the game a bit easier when you don't have to constantly edit and reform your post)

These codes will automatically handle dice explosions and give you the total, just triple click and copy.
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Last edited by Karhald; 03-29-2018 at 11:37 PM.
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Old 03-29-2018, 07:31 PM
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The Codes!Need the code? Just copy and paste the following! If using a PC, just triple-click on the code and it will highlight everything in that line. Copy and you're good to go! Very convenient.

Step #
...Dice...
CODE
...
With 1D6 Karma
...
1
 
D2
 
[DICE="STEP 1 (d2)"]d2-1rh1 d2cx9,2t[/DICE]
 
[DICE="STEP 1 plus Karma (d2+d6)"]d2-1rh1 d2cx9,2t d6cx9,6t[/DICE]
 
2
 
D3
 
[DICE="STEP 2 (D3)"]d2-1rh1 d3cx9,3t[/DICE]
 
[DICE="STEP 2 (D3) With Karma"]d2-1rh1 d3cx9,3t d6cx9,6t[/DICE]
 
3
 
D4
 
[DICE="STEP 3 (D4)"]d2-1rh1 d4cx9,4t[/DICE]
 
[DICE="STEP 3 (D4) With Karma"]d2-1rh1 d4cx9,4t d6cx9,6t[/DICE]
 
4
 
D6
 
[DICE="STEP 4 (D6)"]d2-1rh1 d6cx9,6t[/DICE]
 
[DICE="STEP 4 (D6) With Karma"]d2-1rh1 d6cx9,6t d6cx9,6t[/DICE]
 
5
 
D8
 
[DICE="STEP 5 (D8)"]d2-1rh1 d8cx9,8t[/DICE]
 
[DICE="STEP 5 (D8) With Karma"]d2-1rh1 d8cx9,8t d6cx9,6t[/DICE]
 
6
 
D10
 
[DICE="STEP 6 (D10)"]d2-1rh1 d10cx9,10t[/DICE]
 
[DICE="STEP 6 (D10) With Karma"]d2-1rh1 d10cx9,10t d6cx9,6t[/DICE]
 
7
 
D12
 
[DICE="STEP 7(D12)"]d2-1rh1 d12cx9,12t[/DICE]
 
[DICE="STEP 7(D12) With Karma"]d2-1rh1 d12cx9,12t d6cx9,6t[/DICE]
 
8
 
2D6
 
[DICE="STEP 8 (2D6)"]d2-1rh1 d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 8 (2D6) With Karma"]d2-1rh1 d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
9
 
D8+D6
 
[DICE="STEP 9 (D8+D6)"]d2-1rh1 d8cx9,8t d6cx9,6t [/DICE]
 
[DICE="STEP 9 (D8+D6) With Karma"]d2-1rh1 d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
10
 
2D8
 
[DICE="STEP 10 (2D8)"]d2-1rh1 d8cx9,8t d8cx9,8t [/DICE]
 
[DICE="STEP 10 (2D8) With Karma"]d2-1rh1 d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
11
 
D10+D8
 
[DICE="STEP 11 (D10+D8)"]d2-1rh1 d10cx9,10t d8cx9,8t [/DICE]
 
[DICE="STEP 11 (D10+D8) With Karma"]d2-1rh1 d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 
12
 
2D10
 
[DICE="STEP 12 (2D10)"]d2-1rh1 d10cx9,10t d10cx9,10t[/DICE]
 
[DICE="STEP 12 (2D10) With Karma"]d2-1rh1 d10cx9,10t d10cx9,10t d6cx9,6t[/DICE]
 
13
 
D12+D10
 
[DICE="STEP 13 (D12+D10)"]d2-1rh1 d12cx9,12t d10cx9,10t[/DICE]
 
[DICE="STEP 13 (D12+D10) With Karma"]d2-1rh1 d12cx9,12t d10cx9,10t d6cx9,6t[/DICE]
 
14
 
2D12
 
[DICE="STEP 14 (2D12)"]d2-1rh1 d12cx9,12t d12cx9,12t[/DICE]
 
[DICE="STEP 14 (2D12) With Karma"]d2-1rh1 d12cx9,12t d12cx9,12t d6cx9,6t[/DICE]
 
15
 
D12+2D6
 
[DICE="STEP 15 (D12+2D6)"]d2-1rh1 d12cx9,12t d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 15 (D12+2D6) With Karma"]d2-1rh1 d12cx9,12t d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
16
 
D12+D8+D6
 
[DICE="STEP 16 (D12+D8+D6)"]d2-1rh1 d12cx9,12t d8cx9,8t d6cx9,6t[/DICE]
 
[DICE="STEP 16 (D12+D8+D6) With Karma"]d2-1rh1 d12cx9,12t d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
17
 
D12+2D8
 
[DICE="STEP 17 (D12+2D8)"]d2-1rh1 d12cx9,12t d8cx9,8t d8cx9,8t[/DICE]
 
[DICE="STEP 17 (D12+2D8) With Karma"]d2-1rh1 d12cx9,12t d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
18
 
D12+D10+D8
 
[DICE="STEP 18 (D12+D10+D8)"]d2-1rh1 d12cx9,12t d10cx9,10t d8cx9,8t[/DICE]
 
[DICE="STEP 18 (D12+D10+D8) With Karma"]d2-1rh1 d12cx9,12t d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 
19
 
D20+2D6
 
[DICE="STEP 19 (D20+2D6)"]d2-1rh1 d20cx9,20t d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 19 (D20+2D6) With Karma"]d2-1rh1 d20cx9,20t d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
20
 
D20+D8+D6
 
[DICE="STEP 20 (D20+D8+D6)"]d2-1rh1 d20cx9,20t d8cx9,8t d6cx9,6t[/DICE]
 
[DICE="STEP 20 (D20+D8+D6) With Karma"]d2-1rh1 d20cx9,20t d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
21
 
D20+2D8
 
[DICE="STEP 21 (D20+2D8)"]d2-1rh1 d20cx9,20t d8cx9,8t d8cx9,8t[/DICE]
 
[DICE="STEP 21 (D20+2D8) With Karma"]d2-1rh1 d20cx9,20t d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
22
 
D20+D10+D8
 
[DICE="STEP 22 (D20+D10+D8)"]d2-1rh1 d20cx9,20t d10cx9,10t d8cx9,8t[/DICE]
 
[DICE="STEP 22 (D20+D10+D8) With Karma"]d2-1rh1 d20cx9,20t d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 
23
 
D20+2D10
 
[DICE="STEP 23 (D20+2D10)"]d2-1rh1 d20cx9,20t d10cx9,10t d10cx9,10t[/DICE]
 
[DICE="STEP 23 (D20+2D10) With Karma"]d2-1rh1 d20cx9,20t d10cx9,10t d10cx9,10t d6cx9,6t[/DICE]
 
24
 
D20+D12+D10
 
[DICE="STEP 24 (D20+D12+D10)"]d2-1rh1 d20cx9,20t d12cx9,12t d10cx9,10t[/DICE]
 
[DICE="STEP 24 (D20+D12+D10) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d10cx9,10t d6cx9,6t[/DICE]
 
25
 
D20+2D12
 
[DICE="STEP 25 (D20+2D12)"]d2-1rh1 d20cx9,20t d12cx9,12t d12cx9,12t [/DICE]
 
[DICE="STEP 25 (D20+2D12) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d12cx9,12t d6cx9,6t[/DICE]
 
26
 
D20+D12+2D6
 
[DICE="STEP 26 (D20+D12+2D6)"]d2-1rh1 d20cx9,20t d12cx9,12t d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 26 (D20+D12+2D6) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
27
 
D20+D12+D8+D6
 
[DICE="STEP 27 (D20+D12+D8+D6)"]d2-1rh1 d20cx9,20t d12cx9,12t d8cx9,8t d6cx9,6t[/DICE]
 
[DICE="STEP 27 (D20+D12+D8+D6) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
28
 
D20+D12+2D8
 
[DICE="STEP 28 (D20+D12+2D8)"]d2-1rh1 d20cx9,20t d12cx9,12t d8cx9,8t d8cx9,8t[/DICE]
 
[DICE="STEP 28 (D20+D12+2D8) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
29
 
D20+D12+D10+D8
 
[DICE="STEP 29 (D20+D12+D10+D8)"]d2-1rh1 d20cx9,20t d12cx9,12t d10cx9,10t d8cx9,8t[/DICE]
 
[DICE="STEP 29 (D20+D12+D10+D8) With Karma"]d2-1rh1 d20cx9,20t d12cx9,12t d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 
30
 
2D20+2D6
 
[DICE="STEP 30 (2D20+2D6)"]d2-1rh1 d20cx9,20t d20cx9,20t d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 30 (2D20+2D6) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
31
 
2D20+D8+D6
 
[DICE="STEP 31 (2D20+D8+D6)"]d2-1rh1 d20cx9,20t d20cx9,20t d8cx9,8t d6cx9,6t[/DICE]
 
[DICE="STEP 31 (2D20+D8+D6) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
32
 
2D20+2D8
 
[DICE="STEP 32 (2D20+2D8)"]d2-1rh1 d20cx9,20t d20cx9,20t d8cx9,8t d8cx9,8t[/DICE]
 
[DICE="STEP STEP 32 (2D20+2D8) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
33
 
2D20+D10+D8
 
[DICE="STEP 33 (2D20+D10+D8)"]d2-1rh1 d20cx9,20t d20cx9,20t d10cx9,10t d8cx9,8t[/DICE]
 
[DICE="STEP 33 (2D20+D10+D8) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 
34
 
2D20+2D10
 
[DICE="STEP 34 (2D20+2D10)"]d2-1rh1 d20cx9,20t d20cx9,20t d10cx9,10t d10cx9,10t[/DICE]
 
[DICE="STEP 34 (2D20+2D10) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d10cx9,10t d10cx9,10t d6cx9,6t[/DICE]
 
35
 
2D20+D12+D10
 
[DICE="STEP 35 (2D20+D12+D10)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d10cx9,10t[/DICE]
 
[DICE="STEP 35 (2D20+D12+D10) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d10cx9,10t d6cx9,6t[/DICE]
 
36
 
2D20+2D12
 
[DICE="STEP 36 (2D20+2D12)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d12cx9,12t[/DICE]
 
[DICE="STEP 36 (2D20+2D12) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d12cx9,12t d6cx9,6t[/DICE]
 
37
 
2D20+D12+2D6
 
[DICE="STEP 37 (2D20+D12+2D6)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d6cx9,6t d6cx9,6t[/DICE]
 
[DICE="STEP 37 (2D20+D12+2D6) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d6cx9,6t d6cx9,6t d6cx9,6t[/DICE]
 
38
 
2D20+D12+D8+D6
 
[DICE="STEP 38 (2D20+D12+D8+D6)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d8cx9,8t d6cx9,6t[/DICE]
 
[DICE="STEP 38 (2D20+D12+D8+D6) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d8cx9,8t d6cx9,6t d6cx9,6t[/DICE]
 
39
 
2D20+D12+2D8
 
[DICE="STEP 39 (2D20+D12+2D8)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d8cx9,8t d8cx9,8t[/DICE]
 
[DICE="STEP 39 (2D20+D12+2D8) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d8cx9,8t d8cx9,8t d6cx9,6t[/DICE]
 
40
 
2D20+D12+D10+D8
 
[DICE="STEP 40 (2D20+D12+D10+D8)"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d10cx9,10t d8cx9,8t[/DICE]
 
[DICE="STEP 40 (2D20+D12+D10+D8) With Karma"]d2-1rh1 d20cx9,20t d20cx9,20t d12cx9,12t d10cx9,10t d8cx9,8t d6cx9,6t[/DICE]
 

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Last edited by Karhald; 04-11-2018 at 06:04 PM.
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Old 03-29-2018, 07:32 PM
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Step Table House RuleIn the interest of efficiency and speed, while we will try our best to stick with the RAW step table, there will be mistakes, errors, and rolls will be using the wrong dice. When an error is spotted, and a player rolls step 9 when he should have rolled step 11, then I will simply add 2 points to the result of that Step 9 roll with a quick note to the player informing them of the error, that way I can get on with an in-game post, and not have to wait potentially days for another roll to be made, nor will I need to impede on player agency by rolling the dice myself. I don't want to do that, they're your dice, I shouldn't touch them. So, I'll simply adjust the total when the wrong step dice have been rolled.

ExampleFor example: Player A rolls melee weapons attack against monster B, and scores 2 extra successes, which would normally mean +4 on the step table from their damage base of Step 10, for step 14. Player A accidentally rolled step 12 instead of step 14, a simple error. Normally at the table, the player would reroll the correct dice, but in PbP, the GM simple adds +2 to the result of the roll for the new total. Continuing with the example:
Dice STEP 12 (2D10):
d2-1rh1 (1 (Rerolls: greater than 1))-1 Total = 0
d10cx9,10t 10 Running Total = 10
→ d10cx9,10t 6 Running Total = 16
d10cx9,10t 8 Running Total = 24

The player reports a total of 24 damage, but the GM sees that the player should have rolled Step 14 (2d12) instead of Step 12 (2d10), and doesn't want to ask for a reroll because that could take a considerable amount of time to be resolved, and we are looking to move the game along. So, the GM adds +2 to the roll of 24, and records a damage result of 26 instead.


Forgotten Bonus DiceExploding dice can be a beautiful thing, but there are mistakes that happen with this as well, and sometimes we don't notice when a die has exploded, and forget to roll again. In the case that a die has rolled maximum, and was not given a bonus roll, then I will simply take the average value of that die, rounded up, and add it to the total, continuing along with play. So, let's look at Player A again:

Player A has scored an attack with an extra success, moving his damage step to 12 (2d10) when he rolled damage, he rolled a 10 and a 6. The player should have rolled the 10 again, but did not, simply reporting the total of 16. The GM noticed the error, and instead of asking for a bonus roll, simply added 6 to the total (The average of a d10 is 5.5, rounded up to 6), for 22 points.

Note that this house rule probably won't come into play with the Thank you so much ottdmk!new codes automatically adding bonus dice.
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Last edited by Karhald; 05-29-2018 at 01:21 AM.
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Old 03-29-2018, 07:32 PM
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Regarding Step MathAhh... math. Like other games there is addition and subtraction that happens within Earthdawn. Combat modifiers, extra successes, blood charms, magic spell effects, there are plenty of ways to adjust your roll. However, in Earthdawn, the bonuses and penalties are applied and calculated BEFORE the dice are rolled, because these bonuses are not a modification of the roll, but a modification of the very dice that are rolled.

When modifiers are counted and compared to your base Step and you finally land on the final step, then choose that step and throw those bones.
Example of Step MathStephen Long, Human Warrior, charges forward and attacks wildly at his foe. He has a DEX step of 7 and Melee Weapons Talent at 5, for base step of 12. Stephen also has 2 wounds, reducing his base step to 10. He also is using Aggressive Attack, increasing his attack step by 3, so now it's a 13! He is swinging a magical sword that is threaded to rank 4, which also increases his Melee Weapons Talent by 1, bringing his Attack Test to 14, and he decides to throw a point of Karma into his attack.
Dice STEP 14 (2D12) With Karma:
d2-1rh1 (1 (Rerolls: greater than 1))-1 Total = 0
d12cx9,12t 1 Running Total = 1
d12cx9,12t 1 Running Total = 2
d6cx9,6t 1 Running Total = 3
hahaha... and he misses, See the Rule of 1, belowhorribly.

The next round, he repeats the previous maneuvers with aggressive attack and Karma.
Dice STEP 14 (2D12) With Karma:
d2-1rh1 (1 (Rerolls: greater than 1))-1 Total = 0
d12cx9,12t 10 Running Total = 10
d12cx9,12t 12 Running Total = 22
→ d12cx9,12t 1 Running Total = 23
d6cx9,6t 3 Running Total = 26
This time, he hits plenty hard, only needing to hit a 14, he scores 2 extra successes with that roll of 26 - 14 is 12, which is the success needed to hit, plus an extra success per 5, for 2 extra26, which increases his damage roll by 4 steps.

Stephen's Magical greatsword is enchanted and also imbued by a Weaponsmith's Forge Weapon talent. His STR is step 7, plus 8 for the greatsword's base damage (15+), plus 3 for the magical weapon (18+), plus 6 for the Forge Weapon imbuements (24+), plus 3 for Aggressive Attack (27+), plus 4 for 2 extra successes (31+), -2 for his wounds (29+) and just because he wants to hit really REALLY hard, he's going to use his Desperate Blow bloodcharm and add +6 to his damage (35). As a 5th Circle Warrior, he is able to roll a Karma point with any damage done in Melee, so he will use the Step 35 plus Karma code:
Dice STEP 35 (2D20+D12+D10) With Karma:
d2-1rh1 (1 (Rerolls: greater than 1))-1 Total = 0
d20cx9,20t 14 Running Total = 14
d20cx9,20t 19 Running Total = 33
d12cx9,12t 1 Running Total = 34
d10cx9,10t 1 Running Total = 35
d6cx9,6t 3 Running Total = 38
Not bad, not great... average damage, but still a mighty blow that would lay most lesser foes flat in one strike.



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Last edited by Karhald; 03-30-2018 at 12:33 AM.
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Old 03-30-2018, 12:38 AM
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The Rule of 1Sometimes, luck just is not with you, and there are times you roll multiple dice, and get 1's on everything. In those times, it can be considered a critical fumble, but I don't like that. Unless the spell or talent specifies a particular penalty for a rule of 1 roll, I'm not going to declare any special negative effects.
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Old 08-13-2018, 12:16 PM
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[dice="STEP 12 (2D10) With Karma"]d2-1rh1 d10cx9,10t d10cx9,10t d6cx9,6t = 600937046 [/dice]

Ok, take 2d10. Why is there a d6 in the code?
Does it do infinite exploding or just one?

-me
Warning: rolls have been deleted from this post.
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Old 08-13-2018, 03:53 PM
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Part of the Earthdawn game mechanicsKarma is a d6

It will explode up to 9 times, that's all the roller can do, the odds of getting that many is astronomical anyway, so it's a fine limitation
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Last edited by Karhald; 08-13-2018 at 09:18 PM.
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Old 08-11-2019, 05:25 AM
gwythion gwythion is online now
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Physician roll:

Dice STEP 10 (2D8):
d2-1rh1 (1 (Rerolls: greater than 1))-1 Total = 0
d8cx9,8t 6 Running Total = 6
d8cx9,8t 3 Running Total = 9
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