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Post by Deleted on Jan 5, 2018 3:59:54 GMT -8
Here’s how it works:
Explosive successes must be kept to be exploded. You can’t roll the explosion before deciding to keep it. Once you’ve kept a die and exploded it, you may then choose to keep or discard the explosion. If the explosion results in another die that could explode, you must choose to keep the die before you can roll the explosion (just like before).
Explosion results can be kept for free. This is one of the few ways you can generate more successes than you have rings. Hence its always possible to succeed on a check, no matter the TN. Hope this makes things clear for anyone who had not already gained clarity on the topic.
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Post by Stu Venable on Jan 11, 2018 10:48:04 GMT -8
This is how I read it as well.
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Post by akavidar on Feb 27, 2018 16:41:04 GMT -8
One thing I have noticed about the Dissention AP, is the dice rolls almost feel like a storyteller roll. As in, 1 success succeeds. I wonder if you could play the L5R beta as a storyteller dice pool game. You would have to ditch the opportunities and Strife, but the characters seem to spend a LOT of time avoiding or getting rid of Strife. Just a thought fart/bubble as it were.
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