Post:Senci Maul and Shards - 08/20/2014 - 12:58: Difference between revisions
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<nowiki>*</nowiki> Attacker then rolls on the target and determines a Hit or a Miss |
<nowiki>*</nowiki> Attacker then rolls on the target and determines a Hit or a Miss |
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<nowiki>*</nowiki> If a Hit, the weapon balance determines the Fumble Chance. |
<nowiki>*</nowiki> If a Hit, the weapon balance determines the {{PRel|Fumble}} Chance. |
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<nowiki>*</nowiki> The attacker rolls on this fumble chance, which can negate a hit |
<nowiki>*</nowiki> The attacker rolls on this fumble chance, which can negate a hit |
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<nowiki>*</nowiki> If a miss, the weapon balance determines the Recover Chance. |
<nowiki>*</nowiki> If a miss, the weapon balance determines the {{PRel|Recover}} Chance. |
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<nowiki>*</nowiki> The attacker rolls on the Recover chance, which can negate a miss |
<nowiki>*</nowiki> The attacker rolls on the Recover chance, which can negate a miss |
Latest revision as of 20:28, 21 September 2014
Re: Senci Maul and Shards · on 08/20/2014 12:58 PM CDT | 1758 |
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I am redoing the to-hit tables to make room for the new attack Fumble/Recover mechanics.
Later today I will (hopefully) be pushing the following to Test:
* Attacker then rolls on the target and determines a Hit or a Miss * If a Hit, the weapon balance determines the Fumble Chance. * The attacker rolls on this fumble chance, which can negate a hit * If a miss, the weapon balance determines the Recover Chance. * The attacker rolls on the Recover chance, which can negate a miss
* The base to-hit chance went down slightly to accommodate these changes. * Reasonably balanced is considered the middle-spot for fumble/recover chance
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This message was originally posted in Lore \ Carving Discipline, by DR-KODIUS on the play.net forums. |