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Attack, Defense, and skill rolls

Posted: Thu Sep 26, 2013 2:47 pm
by armadon70726
hi i'm starting my friends on ova but i'm unsure, when rolling for anything do you add all relevant abilities or only the highest? also to clay: will that change from original to rerelease, because i want to swap over to the new setup once it's out. thank you for any help.

Re: Attack, Defense, and skill rolls

Posted: Thu Sep 26, 2013 9:02 pm
by Atmo
All relevant, but capped at +5.

Re: Attack, Defense, and skill rolls

Posted: Fri Sep 27, 2013 5:10 am
by armadon70726
so for a physical attack combat skill level 5 and strength level 5 you'd only get 5 extra die in total? just trying to understand clearly is all.

Re: Attack, Defense, and skill rolls

Posted: Sat Sep 28, 2013 8:12 am
by Atmo
Eh, my bad, i mistook some things here: there isn't a cap at all. As page 76 says: The mechanics remain the same for any positive number of dice rolled. Roll them and take the highest. If doubles are rolled, add them together and compare to any other number rolled. If the added dice are highest, use them. If they are not, use the other highest die. Triples, Quadruples, and so on are
all added together.


So, if you roll 12 dice and gets three 5's and one 6, ignoring the other lesser results, then you got 15 in you roll.

Re: Attack, Defense, and skill rolls

Posted: Sun Sep 29, 2013 12:09 pm
by Clay
You can add as many different Abilities as you like to a given roll. If this means you roll 12 dice, then by all means, roll 12 dice!

This has not changed in the next version of the game, so that's one thing you won't have to relearn! Most of the changes have been to how Endurance is used, the new rules for complications, and the new Attack Ability. But they're easy enough to plug into your existing knowledge, so I don't see any major issues transitioning to the new system. If you have any questions though, you can always post here!

Re: Attack, Defense, and skill rolls

Posted: Thu Oct 17, 2013 1:31 pm
by squidheadjax
As a followup question: Barrier and Teleport can replace defense. Do abilities that improve defense rolls improve them, or are they on their own?

Re: Attack, Defense, and skill rolls

Posted: Mon Oct 21, 2013 8:10 pm
by Clay
That's your Game Master's call based on the nature of the Ability. Generally, it's okay to add Quick. I would say Evasive (previously Defense) is a separate entity. You may be quick to teleport, but being an evasive sort of fellow is not directly relatable to teleporting any better.