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Running Dark Heresy with the World of Darkness Dice pool system
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<blockquote data-quote="ghaladen" data-source="post: 5973623" data-attributes="member: 92198"><p>Thanks for the kind words. Normally on a melee attack you would just need a single success, yes. Extra successes don't matter just like extra degrees of success in RAW don't. For a semi-auto, one success is a single bullet you would need two degrees of success for each additional bullet. Which is not only under but +20 under. Thank God the newer games fixed that broken verbiage. And full auto its one bullet for succeeding on the roll, and another bullet for each degree of success after. </p><p></p><p>In my idea, for semi-auto one success die (8-10 on the die face) is a single bullet, three success dice are two bullets, 5 success dice are three bullets, etc. </p><p></p><p>In full auto, one success die is a single bullet, two success dice are two bullets, three success dice are three bullets, etc. </p><p></p><p>Hope that clarifies. I haven't done any probability calculating. However I do know that in our WoD game successes came easier than the percentile system. Which is what I'm going for. While I don't mind the percentile system, I think its a bit harsh...and a tad backwards. And higher scores would mean more dice, which means more chances of success. </p><p></p><p>As far as one dice for every 10 points in a characteristic, I realize that having a 31 and a 39 for a characteristic doesn't make a difference in # of dice rolled, so I may have to come up with an alternate stat gen system for character creation. Like starting with 20 or however many points each character starts with and "point buy" in multiples of 5's. So your stats can only be 25, 30, 35, 40, 45, 50, etc. Yes this means if your Weapon Skill stat is 30, and it would cost two advancements to go from 3 dice to 4, but I liken it to D&D where increasing your Strength from 16 to 17 doesn't up the modifier. In fact you have to up the stat to 18 in order to up your mod from +3 to +4.</p></blockquote><p></p>
[QUOTE="ghaladen, post: 5973623, member: 92198"] Thanks for the kind words. Normally on a melee attack you would just need a single success, yes. Extra successes don't matter just like extra degrees of success in RAW don't. For a semi-auto, one success is a single bullet you would need two degrees of success for each additional bullet. Which is not only under but +20 under. Thank God the newer games fixed that broken verbiage. And full auto its one bullet for succeeding on the roll, and another bullet for each degree of success after. In my idea, for semi-auto one success die (8-10 on the die face) is a single bullet, three success dice are two bullets, 5 success dice are three bullets, etc. In full auto, one success die is a single bullet, two success dice are two bullets, three success dice are three bullets, etc. Hope that clarifies. I haven't done any probability calculating. However I do know that in our WoD game successes came easier than the percentile system. Which is what I'm going for. While I don't mind the percentile system, I think its a bit harsh...and a tad backwards. And higher scores would mean more dice, which means more chances of success. As far as one dice for every 10 points in a characteristic, I realize that having a 31 and a 39 for a characteristic doesn't make a difference in # of dice rolled, so I may have to come up with an alternate stat gen system for character creation. Like starting with 20 or however many points each character starts with and "point buy" in multiples of 5's. So your stats can only be 25, 30, 35, 40, 45, 50, etc. Yes this means if your Weapon Skill stat is 30, and it would cost two advancements to go from 3 dice to 4, but I liken it to D&D where increasing your Strength from 16 to 17 doesn't up the modifier. In fact you have to up the stat to 18 in order to up your mod from +3 to +4. [/QUOTE]
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