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<blockquote data-quote="Emberashh" data-source="post: 9064074" data-attributes="member: 7040941"><p>The consequences of communicating the game from memory through wall of text. <img class="smilie smilie--emoji" alt="🫣" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1fae3.png" title="Face with peeking eye :face_with_peeking_eye:" data-shortname=":face_with_peeking_eye:" loading="lazy" width="64" height="64" /></p><p></p><p>Not at all ideal for this but what Im sticking with as long as big changes (like what happened this week) are still possible. Don't want to put in all that effort just to get stuck in a sunk cost volcano if I realize I need to reverberate another big change through the system. Its much easier to upend things when Im just updating an excel sheet. </p><p></p><p></p><p></p><p>Nope. What abilities you choose to use are up to you. 2d20 only determines three things: the base movement for the round, and your Act and React depending on how you assign the dice.</p><p></p><p>Theres multiple ways to use A/R, some not reliant on the rolls. </p><p></p><p></p><p></p><p>You get a Class and Skill Action for your Act every time. This is like always having a bonus action, though with more flexibility in how its used. </p><p></p><p>And abilities only don't count in the specific instance that you use your SA to make a Class Action, ie, attack or even defend using your weapon, armor, or magic skills. In those cases, your Class features don't apply.</p><p></p><p>If you have some feature that, lets say, doubled the value of any Armor dice you roll, and you used your Skill Action to circumvent your low React roll and try to defend yourself anyway, you wouldn't get the doubling from your feature, but you could still add your 2d20 roll to the Skill roll as a bonus. </p><p></p><p></p><p>No, thats from using your Skill Action with Conditioning (Athletics in 5e) to get a movement boost. In the example I gave, the player rolled cruddy on 2d20, and lets say they don't feel they have any good options, so they take their Skill Action and roll Conditioning for extra movement, and they can then add their 2d20 to that roll as a bonus to the check, giving them a good chance at getting plenty of movement to get out of harms way. Skills in LNO are going to have a degree of success system embedded in them for checks like this one, so any modifiers are valuable even if low. </p><p></p><p></p><p></p><p>You can choose to save it even if you rolled a nat 20 on both dice and turn that into a next-turn bonus, assuming yes you don't take a hit in the meantime. (Though you lose both crits doing this, so there better be good reason you need +40 to some roll)</p><p></p><p>The idea is that if someone is going to do nothing at all for a round of combat, its their explicit choice rather than a consequence of bad rolling.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9064074, member: 7040941"] The consequences of communicating the game from memory through wall of text. 🫣 Not at all ideal for this but what Im sticking with as long as big changes (like what happened this week) are still possible. Don't want to put in all that effort just to get stuck in a sunk cost volcano if I realize I need to reverberate another big change through the system. Its much easier to upend things when Im just updating an excel sheet. Nope. What abilities you choose to use are up to you. 2d20 only determines three things: the base movement for the round, and your Act and React depending on how you assign the dice. Theres multiple ways to use A/R, some not reliant on the rolls. You get a Class and Skill Action for your Act every time. This is like always having a bonus action, though with more flexibility in how its used. And abilities only don't count in the specific instance that you use your SA to make a Class Action, ie, attack or even defend using your weapon, armor, or magic skills. In those cases, your Class features don't apply. If you have some feature that, lets say, doubled the value of any Armor dice you roll, and you used your Skill Action to circumvent your low React roll and try to defend yourself anyway, you wouldn't get the doubling from your feature, but you could still add your 2d20 roll to the Skill roll as a bonus. No, thats from using your Skill Action with Conditioning (Athletics in 5e) to get a movement boost. In the example I gave, the player rolled cruddy on 2d20, and lets say they don't feel they have any good options, so they take their Skill Action and roll Conditioning for extra movement, and they can then add their 2d20 to that roll as a bonus to the check, giving them a good chance at getting plenty of movement to get out of harms way. Skills in LNO are going to have a degree of success system embedded in them for checks like this one, so any modifiers are valuable even if low. You can choose to save it even if you rolled a nat 20 on both dice and turn that into a next-turn bonus, assuming yes you don't take a hit in the meantime. (Though you lose both crits doing this, so there better be good reason you need +40 to some roll) The idea is that if someone is going to do nothing at all for a round of combat, its their explicit choice rather than a consequence of bad rolling. [/QUOTE]
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