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.

Exploding 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.

Ahh... 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.

Stephen 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.

Sometimes, 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.