You mean this one isn't?That is one bizarre thread.
You mean this one isn't?That is one bizarre thread.
It's like the difference between throwing a bullet and shooting it out of a gun.You mean this one isn't?
Or inserting them manually, as Mr. Kotter once said about how they do things in a certain tough borough of NYC.It's like the difference between throwing a bullet and shooting it out of a gun.
I said right in my post, not even considering the use of Possibilities!With or without Possibility use? Without, honestly, its a not exceptionally difficult table-read, which isn't that big a deal unless you hate table reads.
Are they still using all of K, O, Stamina, and Wound damage?I said right in my post, not even considering the use of Possibilities!
Anyhow, since there's a bit of interest, here we go (with use of Possibilities)...this is compiled by me from the core rules and a sourcebook that adds a Disfavored mechanic (the actual rules text already has a fair amount of errata). I'll leave out individual spells and such that have their own complications to add, of course (a nontrivial amount!).
View attachment 299789
- Roll a d20. This is your die roll total (a term not used in the books, but I use it for sanity).
- If the test is Favored, and your die roll isn't a Mishap (not gonna drill into that), you may reroll, but then you have to keep the new initial d20 roll.
- If instead the test is Disfavored, the first extra d20 roll that would be added to the total is ignored. This includes steps 4 & 5 immediately below, as well as conditions like Up (not gonna drill into that), or the first use of a Possibility (step 6).
- If the test is for a raw attribute, or a skill in which you have adds, and the roll was a 10 or a 20, roll the d20 again and add the result to the total. Repeat this step until you don't roll a 10 or 20. (Note that the standard Torg Eternity phrasing for making skill tests is "skill or attribute", which makes it look like you can roll a raw attribute, but no, it's really a skill roll but they're trying to be nice by naming the base attribute.)
- If the test is for a skill in which you don't have adds, and the roll was a 10, roll the d20, add the result to the total. Repeat this step until you don't roll a 10.
- If you spend a Possibility, you get to roll another d20 and add it to the die roll total, with ongoing roll-agains on 10s and 20s as in steps 4 & 5 (although the rules are unclear on whether the "no skill adds" proviso applies). If that added d20 roll is below 10, however, treat the roll as a 10, but without any roll-agains. (Characters have their own personal Possibilities, and players can play cards titled Hero or Drama to add a Possibility to a test as well. They may only add 1 Possibility from each such source.)
- Look up your die roll total on the Bonus Chart (below, except "Die Roll" should be "Die Roll Total"; some rules are about individual rolls of the d20 and some are about the accumulating total). This is the number you add to your skill or attribute value to get your test total. Note that the "Bonus" here is distinct from bonuses due to spell effects and other situational modifiers. Note that you add all other bonuses to the big-B Bonus, not to the die roll total.
And in combat, if you hit your target, there is further multi-step math to figure out how much of the two different damage types you do.
Simple! Easy peasy! I sure hope I didn't get anything wrong in all that....
I never played original but I know about K/O; those are gone. Torg Eternity uses Shock and Wound damage. If your total Shock damage exceeds your Shock stat (Torg Eternity is great about clear naming; I have added the "damage" and "stat" to clarify), you are knocked out. For example, if you have 8 Shock, you are knocked out once you take 9+ Shock damage. If your total Wound damage exceeds your Wounds stat, you don't just die imediately, you make a Defeat test, which can result in temporary/permanent injury or death, but you are knocked out in any case.Are they still using all of K, O, Stamina, and Wound damage?
If I remember correctly death, in 1e, was when your wound total was reached. Shock was the same and was equal to you Toughness Stat, unless you had something like cyberware to boost it (Shock Buffers, for example, added 10 Shock per installation). K and O were additional damage conditions. On the damage chart, based on how much you took, you started by receiving Os. As the damage received increased you received Ks. After that you received KOs (knocked out). You could take Os all day with no ill effects. If you took a K and then another K, or an O, you were knocked out. And KO was a knockout. I liked that they had a mechanic where you could take no actual damage, but still be knocked out, though at that point you would have also taken some Shock unless you used Possibilities to block the damage.I never played original but I know about K/O; those are gone. Torg Eternity uses Shock and Wound damage. If your total Shock damage exceeds your Shock stat (Torg Eternity is great about clear naming; I have added the "damage" and "stat" to clarify), you are knocked out. For example, if you have 8 Shock, you are knocked out once you take 9+ Shock damage. If your total Wound damage exceeds your Wounds stat, you don't just die imediately, you make a Defeat test, which can result in temporary/permanent injury or death, but you are knocked out in any case.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.