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Spells with varying levels of success?
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<blockquote data-quote="Sacrosanct" data-source="post: 9066518" data-attributes="member: 15700"><p>Ah, not quite. I think I didn't use the best example above, because it looks like you have to get max results in your dice. A spectacular casting occurs when you have more than one or your dice beating the highest result of the defender/target #. They don't have to be the highest result showing. In the example above, if you have more than one of your dice beating the target #, then the creature is immune to petrification for an hour. if your dice also happen to be max, then you get the second part. That's actually rare (needing highest result). the vast majority are how many dice beat the target. For example:</p><p></p><p>[ATTACH=full]289968[/ATTACH]</p><p></p><p>So for each addition die beyond the first that beats the defender, you add extra damage. You don't need to get max.</p><p></p><p>One other thing of note is that you can trade in your dice. Either trade in 2 dice for 1 of the next highest step, or trade in 1 for 2 of the next lowest step. I.e., trade 2d6 for 1d8, or 1d10 for 2d8. This allows two neat ways of handling pools:</p><p></p><p>1. if the defender has a die that you can't beat, saying rolling a 7 when your pool is 3d6. You can trade in 2d6 for a d8 so you have an opportunity to get higher than a 7.</p><p>2. If you know your opponent has low dice in their pool, you can trade in your higher dice to get more lower dice for an opportunity to get more spectacular results.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9066518, member: 15700"] Ah, not quite. I think I didn't use the best example above, because it looks like you have to get max results in your dice. A spectacular casting occurs when you have more than one or your dice beating the highest result of the defender/target #. They don't have to be the highest result showing. In the example above, if you have more than one of your dice beating the target #, then the creature is immune to petrification for an hour. if your dice also happen to be max, then you get the second part. That's actually rare (needing highest result). the vast majority are how many dice beat the target. For example: [ATTACH type="full"]289968[/ATTACH] So for each addition die beyond the first that beats the defender, you add extra damage. You don't need to get max. One other thing of note is that you can trade in your dice. Either trade in 2 dice for 1 of the next highest step, or trade in 1 for 2 of the next lowest step. I.e., trade 2d6 for 1d8, or 1d10 for 2d8. This allows two neat ways of handling pools: 1. if the defender has a die that you can't beat, saying rolling a 7 when your pool is 3d6. You can trade in 2d6 for a d8 so you have an opportunity to get higher than a 7. 2. If you know your opponent has low dice in their pool, you can trade in your higher dice to get more lower dice for an opportunity to get more spectacular results. [/QUOTE]
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