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Oh also, each of those two rolls is d100, so most people will roll four dice to resolve every attack.īeyond that, firearm attacks now all have "bonus" or "penalty" dice, the idea borrowed from D&D 5E's advantage/disadvantage system.
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That's a lot just to let the defending side counter-attack. Then, you figure out the level of success for both rolls, either Extreme, Hard, Normal, Failure or Fumble, and the greater level succeeds at what they were doing, except: if it was an attack or counter-attack, the greater result must have been at least a success to actually happen, and if both sides tied, if the defender counter-attacked the attacker prevails, but if the defender dodged then they prevailed. The biggest change for us was that, now, every melee to-hit roll requires two rolls, one for the Attacker rolling their weapon skill or Fighting (Brawl), the other for the Defender, either rolling a counter-attack or Dodge. The most visible change is that your stats are now all in the range of 0-100 instead of 3-18, but that's mostly cosmetic, you still roll them the same way but you multiply by 5 to get a more game-ready value.
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Extreme was in the game, too, as the level of success needed for an impale result. Halves were always in the game as "hard" successes.
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