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  1. #791
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    rstrahan I probably still need more info.
    When would you choose to explode on 20 and 10 or just 20?
    What about modifiers? Are there any? When do they get applied? How do they modify the roll?

    How do you measure success?
    Is it a fixed target number?
    What do you report on a failed/success/critical roll?

  2. #792
    Quote Originally Posted by damned View Post
    rstrahan I probably still need more info.
    When would you choose to explode on 20 and 10 or just 20?
    What about modifiers? Are there any? When do they get applied? How do they modify the roll?

    How do you measure success?
    Is it a fixed target number?
    What do you report on a failed/success/critical roll?
    Torg is a pretty odd system, which is why it can be a pain to automate some of the rolls. Here's how it works:

    All action rolls (meaning anything except damage) are made using 1d20, which explodes on a 10 and is an automatic failure on a 1. If the roll is against an ability (Strength, Dexterity, Mind, Spirit, and Charisma), or if the character is skilled (meaning has at least one add in the skill), the die also explodes on 20.

    The dice total can be increased by an 'Up' effect or by spending a 'possibility point' to add an additional d20 roll (spending a possibility treats the re-roll as a minimum of 10). The roll can be affected by multiples of these bonuses: a character could spend a possibility, use a card for a second bonus roll, and have an 'Up' effect for a third. And ALL of those d20's explode the same as the initial one, based on if the roll is skilled or unskilled.

    Now that you have a die total, you check it against a chart (I've attached an image: Bonus_Chart.jpg) to get your bonus number. Attribute + Skill Add + Bonus Number + Modifiers is your skill total. You check that against a target number (usually 10, but it can be altered for difficulty) or an opponent's skill total for opposed rolls.

    There are 3 levels of success in Torg Eternity: Simple success, Good success (beating the target number by 5), and Outstanding success (beating the target number by 10). In combat, a Good success gives the character 1 Bonus Die (BD) that is added to the base damage of his attack, and an Outstanding success gives 2 Bonus Dice. A Bonus Die is a d6. On a roll of 6, the roll is treated as a 5 and the die is then re-rolled and added to the total, with 6 being counted as 5 with a re-roll. Bonus Dice are theoretically infinate, but there are limits to how much damage can be done from a single attack.

    Example 1: Character 1 has Dexterity 7 and 2 adds in the Drive skill. He is starting with 9 before any dice rolls or modifiers. If he rolls a 13 on the dice (granting +1 bonus), for a Drive total of 10. If he was making a standard check, he would succeed. If the GM had decided that a rainstorm caused a -2 to his check, then the roll would fail.

    Example 2: Character 1 (Dexterity 7, Stealth 2) is trying to sneak past a guard (Mind 6, Find 1). Character 1 rolls a 20, a 10, and a 5 for a die total of 35 (+10 on the Bonus Chart). The guard makes a Find roll, getting an 18 for a +5 bonus. Character 1 compares his Stealth total (7 + 2 + 10 = 19) against the guard's Find total (6 + 1 + 5 = 12), giving him a Good success (he beat the target by 5, but not 10). The GM decides that not only does the guard not notice him, but he gains surprise on the poor rent-a-cop.

    I think that the bonus chart could be handled using the /rollon command with a table, but I'd like to see at least a pair of Torg rolls (unskilled and skilled) to handle the weird way dice explode, and a way to do the Bonus dice (exploding d6's that either count 6 as a 5 (rolling 6, 6, 3 = 5 + 5 + 3), or that subtract 1 from total on the rerolled dice (rolling 6, 6, 3 = 6 + 5 + 2).

    Thanks for the response and interest, I know all the Torg players out there appreciate it. I can get 'close enough' in roll20 (and probably nail it if I want to use the API), but I've only just started playing around with Fantasy Grounds so haven't even begun to look 'under the hood'.
    Last edited by rstrahan; April 4th, 2018 at 08:42.

  3. #793
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    Hola rstrahan how does this look?



    I dont understand how the second d20 works?
    If you get a 1 on either dice is it a critical failure?
    Do you add the total of both d20 + any exploding 6s?

    This currently rolls 1d20 and if you get a 10 or a 20 it rolls a d6 and continues to explode on 6s.
    It subtracts 1 from the dice total for each bonus dice.
    It outputs the Modifier result.

    If its correct Ill do a /torg10 as well.

    torg20.jpg

  4. #794
    Quote Originally Posted by damned View Post
    I dont understand how the second d20 works?
    If you get a 1 on either dice is it a critical failure?
    Do you add the total of both d20 + any exploding 6s?

    This currently rolls 1d20 and if you get a 10 or a 20 it rolls a d6 and continues to explode on 6s.
    It subtracts 1 from the dice total for each bonus dice.
    It outputs the Modifier result.

    If its correct Ill do a /torg10 as well.
    Wow...quick work!

    I think I confused matters trying to explain. The D6 Bonus dice only come into affect for damage rolls. The 20 roll is pretty much a standard exploding d20, except that it always explodes on 10s and sometimes explodes on 20 also. Rolling a 1 is only an automatic failure if it's the first die roll (you also can't use resources to get an additional roll). It might be easier to just quote from the book now that I have it handy:

    ATTRIBUTE & SKILL TESTS

    * Roll a d20. If you roll a 10 or 20, roll again and keep adding until you roll something other than a 10 or 20. The final result is your die roll.

    * Look up the die total on the Bonus Chart at the bottom of the character sheet: Attachment 22874

    * Add the bonus to the skill or attribute being tested, and any circumstantial modifiers. This is your action total.

    Note that modifiers never change the die roll, only the action total.
    To this I would add:

    * If the test is for a skill, and the character has no adds (i.e.: using it unskilled), then the character doesn't roll again if a die comes up '20'.

    * A roll of '1' on the first die roll is an automatic failure on the test. This is usually a Mishap (critical failure) as well.

    * A roll of 1-4 on the first die roll is a possible Mishap. The GM determines if a Mishap has occurred, depending on the circumstances (firing a weapon on full auto, being a non-native of a cosm, etc.). The character can attempt to improve the roll to succeed at the test, but if a Mishap occurred, the character must accept it.

    * There are resources that allow a character to improve the die roll by granting additional d20 rolls that are added to the die roll total. These rolls also 'explode' on a roll of 10 or 20 the same as the initial die roll.

    * In addition to Attribute and Skill Tests, there is another sort of die roll called 'Bonus Dice'. The character rolls 1 (or 2) d6, with a result of '6' adding 5 to the dice total and rolling again (basically, exploding d6, but the '6' only adds 5 to the roll total).

    =====================================

    I think all of that can be accomplished with 2 trait rolls, 2 (perhaps 4 if possibility rerolls are separated) reroll commands, and 1 Bonus Dice command:

    * /torg20: A test as per the rules above. On a roll of '1', a message comes up that the test is automatically failed and is a Mishap. If the first roll comes up 2, 3, or 4 then a message comes up that the test is a possible mishap.]

    * /torg10: The same as /torg20, but any result of '20' does not roll again.

    * /torg20 #: This command would be used when the character triggers a mechanic that allows them to add to the die roll total. It would work the same as /torg20, but '#' is added to the final die result, and the automatic failure message would not apply if the die roll was a '1'. If the final die roll + # is 4 or less, it would still be a possible Mishap. NOTE: This may need to be 2 commands, as the most common way to get additional rolls (spending a possibility) would treat the die roll total as 10 if it was less than 10. Here's an attempt to explain it in psuedo-code:

    Code:
    /torg20 #: 
    RETURN  {die roll total after explosions} + {#}
    
    
    /torg20P #:
    IF {die roll total after explosions} < 10 
    THEN  RETURN 10 + {#}
    ELSE  RETURN  {die roll total after explosions} + {#}
    * /torg10 #: The same as /torg20 #, but without the rerolls on 20.

    * /torgBD #: Bonus Dice roll: Roll #d6. On a roll of '6', treat it as a 5 and reroll the die, adding to the total. This repeats until a result other than '6' comes up on the die.

    Hope that is clearer. I develop web-based apps for a living, but I kind of suck as a 'customer'. If it helps, I can try to provide pseudo-code examples to questions...most of my experience is with Javascript, PHP, and ColdFusion, but phrasing it using If/Then/Else and variable sets might cut through some of the confusion when I try to use my words.

  5. #795
    Are there any plans on extending from DORCore instead of from CoreRPG directly? https://www.fantasygrounds.com/forum...-A-New-Ruleset

  6. #796
    Hmm....let me give this a try. This is all pseudo-code, but I hope the intent is clear:

    Code:
    *** 1d20, increment on 10s ***
    FUNCTION TorgRoll ()
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
        
        IF {dieRoll} = 1
            RETURN "MISHAP: Automatic Failure";
            EXIT FUNCTION
        ELSE IF {dieRoll} <= 4
            RETURN "POSSIBLE MISHAP";
        
        WHILE {dieRoll} = 10
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
        
        RETURN {rollTotal};
    END FUNCTION
    
    
    *** 1d20, increment on 10s and 20s ***
    FUNCTION TorgRollUnskilled ()
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
    
        IF {dieRoll} = 1
            RETURN "MISHAP: Automatic Failure";
            EXIT FUNCTION
        ELSE IF {dieRoll} <= 4
            RETURN "POSSIBLE MISHAP";
    
        WHILE {dieRoll} = 10 OR {dieRoll} = 20
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
        
        RETURN {rollTotal}
    END FUNCTION
    
    
    *** 1d20, increment on 10s and 20's ***
    FUNCTION TorgReroll(PARAM:{OriginalRoll} AS INTEGER, PARAM: {Min10} AS BIT)
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
        
        WHILE {dieRoll} = 10 OR {dieRoll} = 20
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
    
        IF {Min10} = TRUE AND {rollTotal} < 10 THEN
            {rollTotal} = 10
        END IF
        
        {rollTotal} = {rollTotal} + {OriginalRoll};
        
        IF {rollTotal} <= 4
            RETURN "POSSIBLE MISHAP";
    
        RETURN {rollTotal};
    END FUNCTION
    
    
    *** 1d20, increment on 10s ***
    FUNCTION TorgRerollUnskilled(PARAM:{OriginalRoll} AS INTEGER, PARAM: {Min10} AS BIT)
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
        
        WHILE {dieRoll} = 10
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
        
        IF {Min10} = TRUE AND {rollTotal} < 10 THEN
            {rollTotal} = 10
        END IF
        
        {rollTotal} = {rollTotal} + {OriginalRoll};
        
        IF {rollTotal} <= 4
            RETURN "POSSIBLE MISHAP";
    
        RETURN {rollTotal};
    END FUNCTION
    
    *** 1d6, increment on 6, treating it as a 5 ***
    FUNCTION TorgBonusDie()
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,6);
        IF {dieRoll} <> 6 THEN
            {rollTotal} = {dieRoll};
        ELSE 
            {rollTotal} = 5;
        END IF
        
        WHILE {dieRoll} = 6
            {dieRoll} = RANDOM(1,6);
            IF {dieRoll} <> 6 THEN
                {rollTotal} = {dieRoll};
            ELSE 
                {rollTotal} = 5;
            END IF
        END WHILE
        
        RETURN {rollTotal};
    END FUNCTION
    COMMANDS:

    /torg: calls FUNCTION TorgRoll() and displays the dice roll, bonus chart number, and any mishap notes
    /torg10: calls FUNCTION TorgRollUnskilled() and displays the dice roll, bonus chart number, and any mishap notes
    /torgUp n: calls FUNCTION TorgReroll(n,0) and displays the dice roll, bonus chart number, and any mishap notes
    /torg10Up n: calls FUNCTION TorgRerollUnskilled(n,0) and displays the dice roll, bonus chart number, and any mishap notes
    /torgP n: calls FUNCTION TorgReroll(n,1) and displays the dice roll, bonus chart number, and any mishap notes
    /torg10P n: calls FUNCTION TorgRerollUnskilled(n,1) and displays the dice roll, bonus chart number, and any mishap notes
    /torgBD: calls FUNCTION TorgBonusDie() and displays the dice total
    /torgBD 2: calls FUNCTION TorgBonusDie() twice, adding them together and displaying the total.
    Last edited by rstrahan; April 5th, 2018 at 20:27.

  7. #797
    Combining dice roll functions and adding some functions to describe display:

    Code:
    /*** 
    	/torg: Standard Torg trait roll: FUNCTION TorgRoll(1)
    	/torg10: Unskilled Torg trait roll: FUNCTION TorgRoll(0)
    	PARAMS: 
    		Reroll20 is used to identify rolls that explode on 20's
    ***/
    FUNCTION TorgRoll(PARAM: {Reroll20} AS BIT: Default 1)
    
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
    	DELARE {mishap} integer;
        
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
        	
        WHILE {dieRoll} = 10 OR ({Reroll20} = TRUE AND {dieRoll} = 20)
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
    
        {rollTotal} = {rollTotal} + {OriginalRoll};
        
        IF {rollTotal} = 1
            {mishap} = 1;
    	ELSE IF {rollTotal} <= 4
            {mishap} = 2;
    	ELSE 
    		{mishap} = 0;
    	END IF
    	
        RETURN DisplayTorgResult({rollTotal}, {mishap});
    END FUNCTION
    
    ============================================================
    
    /*** 
    	/torgUp #: Standard Torg bonus roll added to #: FUNCTION TorgReroll(#,1,0)
    	/torg10Up #: Unskilled Torg bonus roll added to #: FUNCTION TorgReroll(#,0,0)
    	/torgP #: Standard Torg bonus roll (minimum of 10) added to #: FUNCTION TorgReroll(#,1,1)
    	/torg10P #: Standard Torg bonus roll (minimum of 10) added to #: FUNCTION TorgReroll(#,0,1)
    	PARAMS: 
    		OriginalRoll is the dice roll of the original roll.
    		Reroll20 is used to identify rolls that explode on 20's
    		Min10 indicates that a possibility was used for the roll, so it must return a minimum of 10
    ***/
    FUNCTION TorgReroll(PARAM:{OriginalRoll} AS INTEGER: Default 0, PARAM: {Reroll20} AS BIT: Default 1, PARAM: {Min10} AS BIT: Default 1)
    
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        DELARE {mishap} integer;
    	
        {dieRoll} = RANDOM(1,20);
        {rollTotal} = {dieRoll};
        
        WHILE {dieRoll} = 10 OR ({Reroll20} = TRUE AND {dieRoll} = 20)
            {dieRoll} = RANDOM(1,20);
            {rollTotal} = {rollTotal} + {dieRoll};
        END WHILE
    
        IF {Min10} = TRUE AND {rollTotal} < 10 THEN
            {rollTotal} = 10
        END IF
        
        {rollTotal} = {rollTotal} + {OriginalRoll};
        
        IF {rollTotal} <= 4
            {mishap} = 2;
    	ELSE 
    		{mishap} = 0;
    	END IF
    	
        RETURN DisplayTorgResult({rollTotal}, {mishap});
    END FUNCTION
    
    
    ============================================================
    
    *** Check a provided number (die roll total) agains the Torg Bonus Chart ***
    FUNCTION TorgBonusNumber(PARAM:{rollTotal} AS INTEGER)
    	DECLARE {bonusNumber} integer = 0;
    	DECLARE {tempRollTotal} integer = 0;
    	
    	IF {rollTotal} = 1 THEN
    		{bonusNumber} = '-10';
    	ELSE IF {rollTotal} = 2 THEN
    		{bonusNumber} = '-8';
    	ELSE IF {rollTotal} <= 4 THEN
    		{bonusNumber} = '-6';	
    	ELSE IF {rollTotal} <= 6 THEN
    		{bonusNumber} = '-4';	
    	ELSE IF {rollTotal} <= 8 THEN
    		{bonusNumber} = '-2';	
    	ELSE IF {rollTotal} <= 10 THEN
    		{bonusNumber} = '-1';	
    	ELSE IF {rollTotal} <= 12 THEN
    		{bonusNumber} = '0';			
    	ELSE IF {rollTotal} <= 14 THEN
    		{bonusNumber} = '1';	
    	ELSE IF {rollTotal} <= 15 THEN
    		{bonusNumber} = '2';	
    	ELSE IF {rollTotal} <= 16 THEN
    		{bonusNumber} = '3';	
    	ELSE IF {rollTotal} <= 17 THEN
    		{bonusNumber} = '4';	
    	ELSE IF {rollTotal} <= 18 THEN
    		{bonusNumber} = '5';	
    	ELSE IF {rollTotal} <= 19 THEN
    		{bonusNumber} = '6';	
    	ELSE IF {rollTotal} <= 20 THEN
    		{bonusNumber} = '7';		
    	ELSE IF {rollTotal} <= 25 THEN
    		{bonusNumber} = '8';
    	ELSE IF {rollTotal} <= 30 THEN
    		{bonusNumber} = '9';
    	ELSE IF {rollTotal} <= 35 THEN
    		{bonusNumber} = '10';
    	ELSE IF {rollTotal} <= 40 THEN
    		{bonusNumber} = '11';
    	ELSE IF {rollTotal} <= 45 THEN
    		{bonusNumber} = '12';
    	ELSE 
    		{bonusNumber} = '13';
    	END IF
    	
    	IF {rollTotal} > 50 THEN
    		{tempRollTotal} = {rollTotal} - 50;
    		{bonusNumber} = {bonusNumber} +  FLOOR({tempRollTotal} / 5);
    	END IF
    	
    	RETURN {bonusNumber}
    END FUNCTION 
    
    ============================================================
    
    FUNCTION DisplayTorgResult(PARAM:{rollTotal} AS INTEGER, {mishap} AS BIT)
    	DECLARE {displayText} TEXT;
    	
    	{displayText} = "Dice Roll: " & {rollTotal} & " [Bonus: " & FUNCTION TorgBonusNumber(PARAM:{rollTotal} AS INTEGER) & "]";
    	
    	IF {mishap} = 1 THEN
    		{displayText} = {displayText} & "MISHAP AND FAILED TEST"; 
    	ELSE IF {mishap} = 2 THEN
    		{displayText} = {displayText} = "POSSIBLE MISHAP"; 
    	END IF
    	
    	RETURN {displayText};
    END FUNCTION
    
    ============================================================
    
    *** /TorgBD: 1d6, increment on 6, treating it as a 5 ***
    FUNCTION TorgRollBD()
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll} integer;
        
        {dieRoll} = RANDOM(1,6);
    	
        IF {dieRoll} <> 6 THEN
            {rollTotal} = {dieRoll};
        ELSE 
            {rollTotal} = 5;
        END IF
        
        WHILE {dieRoll} = 6
            {dieRoll} = RANDOM(1,6);
            IF {dieRoll} <> 6 THEN
                {rollTotal} = {dieRoll};
            ELSE 
                {rollTotal} = 5;
            END IF
        END WHILE
        
        RETURN {rollTotal};
    END FUNCTION
    
    ============================================================
    
    *** /Torg2BD: Roll 2 Bonus Dice and add the results ***
    FUNCTION TorgRoll2BD()
        DECLARE {rollTotal} integer;
        DECLARE {dieRoll1} integer;
        DECLARE {dieRoll2} integer;
    	
        {dieRoll1} = FUNCTION TorgBonusDie();
    	{dieRoll2} = FUNCTION TorgBonusDie();
    	    
        RETURN {dieRoll1} + {dieRoll2};
    END FUNCTION

  8. #798
    damned's Avatar
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    Quote Originally Posted by rstrahan View Post
    I think I confused matters trying to explain.
    I hate to say it but why does it vary mechanics?
    Why do exploding 20s not decrement by 1 and only d6s do?

    Why is the quote from the book different to your description? eg the book says Attribute and Skill tests explode on 10s and 20s but you say there is a distinction between skilled and unskilled?

    You mention Damage Dice but dont come back to explain them.

    Why are Bonus Dice not fully exploding (eg 6s are 5s) but 20s get full value?

    So the modifier modifies the total value not the bonus value? Can modifiers be negative?

    Your torg20 # roll confuses me again.
    You add modifiers and they can avert critical failures but you also talk about possibilities that make the roll a minimum of 10.
    When d possibilities occur?
    Being that a roll of 4 is now 10 and 10 explodes what happens?

    Also - plain english is easier for me to follow...

  9. #799
    Quote Originally Posted by damned View Post
    I hate to say it but why does it vary mechanics?
    Why do exploding 20s not decrement by 1 and only d6s do?
    Well, the d6 are only used for damage, while the d20 roll is used for everything else.

    Quote Originally Posted by damned View Post
    Why is the quote from the book different to your description? eg the book says Attribute and Skill tests explode on 10s and 20s but you say there is a distinction between skilled and unskilled?
    The thing about unskilled rolls not exploding on 20s is only in the skills section of the book, and isn't mentioned in the rules that explain dice rolls. I'm not sure why they did that, as it can be easy to miss on first read-through. Probably the easiest way to think of it is that 'rolls don't explode on 20' is the penalty for an unskilled roll in Torg.

    Quote Originally Posted by damned View Post
    You mention Damage Dice but dont come back to explain them.

    Why are Bonus Dice not fully exploding (eg 6s are 5s) but 20s get full value?
    I probably mis-spoke (-wrote?)...Damage is a flat number based on the weapon used, with the option of 0, 1, or 2 Bonus Dice added to that, based on the success level of the attack roll. Making the target number by 4 or less is base weapon damage, beating the target number by 5 - 9 grants a Bonus Die, beating the target number by 5 or more grants two Bonus Dice.

    Quote Originally Posted by damned View Post
    So the modifier modifies the total value not the bonus value? Can modifiers be negative?
    Modifiers are always to the bonus, and they can be negative. All tests are {attribute} + {bonus chart result} + {skill add, if any} + {modifiers}. If I'm making an average (difficulty 10) driving test, I would add Dexterity + the number from the bonus chart after all dice are rolled and totaled + any modifiers to the roll. For a character with Dexterity 8, Driving 2, and a -2 penalty from wet roads, the total would be 8 + the number from the bonus chart. To succeed, my dice roll (after all exploding dice are checked, and after any resources for UP or POSSIBILITY roll additions) would have to be 15 or better to get a +2 or higher bonus. If my roll was 20 or more (for a +7 bonus), I would have a GOOD success (beating the target number by 5), and if I managed to get at least 41 on the combined dice roll, my bonus would be +12 and I'd have an OUTSTANDING success (for beating the target number by 10).

    Quote Originally Posted by damned View Post
    Your torg20 # roll confuses me again.
    You add modifiers and they can avert critical failures but you also talk about possibilities that make the roll a minimum of 10.
    When d possibilities occur?
    Being that a roll of 4 is now 10 and 10 explodes what happens?
    To make this easier, let's call a roll of 1d20 that explodes on 10 (and on 20's if it's not an unskilled roll) a 'Torg Die', and a critical miss/fumble a 'mishap'. A 'Possibility' is what Torg calls 'hero points'.

    First the bonus rolls: In Torg there are situations where a character may get bonus dice for a roll. There are several ways this can happen, but mechanically there are only two types: an 'Up' roll and a 'Possibility' roll. Both give an extra 'Torg Die' to the roll (added to the dice total BEFORE the results are checked on the bonus chart). The difference is that for a 'Possibility' roll, if the die rolls less than 10, then 10 is added to the die pool rather than the number rolled. This does not give a reroll (as the die didn't actually roll a 10). For example...I roll and get a total of 12, and I get a bonus die that comes up 4. If the bonus die was for an 'Up' roll, my new die total is 16. IF the bonus was for a 'Possibility' roll, then my total is 22. Possibilities are very powerful.

    Now for the critical failures: First of all, if the initial die roll on a check comes up '1', the test fails, full stop. IN ADDITION, if first die total (before exploding dice and bonus dice are added) is 4 or less, then there MAY be a mishap. Since not all rolls result in mishaps, the GM must decide if one occurs and if so, what affect is has on the game. As you can see, a roll of 1 is always a failure, but may or may not be a mishap, and a roll of 2-4 may be a mishap, but may still succeed if the character is very skilled, has good bonuses, or is able to use bonus dice. This can result in something like your gun jamming, but you still hit your target.

    Hope that helps!

  10. #800
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    Quote Originally Posted by rstrahan View Post
    Hope that helps!
    Yes. More info is always good.

    I still dont understand the rationale for exploding 6s to be worth only 5 but exploding 20s to be worth 20, but thats not on you

    Ok it makes sense on Skills. Its also not unusual for RPG books to be poorly presented in terms of rules!

    How many Skills are there? What are their names and what are their min/max/starting values? Do Skills improve over time?
    Same for Attributes please.

    --

    If "Damage is a flat number based on the weapon used, with the option of 0, 1, or 2 Bonus Dice added to that" where does the d20 come in? Is damage actually exploding d6s + base damage rather than d20 + exploding d6s?
    Can you give some weapon examples please?
    The successes then are from the previous attack roll?
    Should attack rolls add a bonus to the modifier window maybe?

    I wonder if there is any purpose to have such a wide value of bonuses when they seem to actually get used in much larger increments - eg 1-4, 5-9, 10+ anyway thats not relevant to this discussion...

    --

    So when I do a Torg Roll and get a 25 or a bonus of +8 Im actually only part way there?
    I then have to add my Attribute, my Skill (if Any and the Skill has already given me 2x the odds of an exploding dice? double dipping?) any Modifers and the Bonus from above?
    Then I compare that to a variable target number?
    And again I get scaled (by larger increments) success levels based on how much I beat the variable target?

    --

    How many UP or Possibility Dice can you conceivable have?
    Is it only the specific Possibility Dice that gets scaled up to a 10 minimum? eg I rolled 3 + 12 my possibility bonus does not kick in?

    --

    I can see why this game is destined for widespread success...

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STAR TREK 2d20

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