Author Topic: Dice Rolling Thread  (Read 11958 times)

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Offline Barrow

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Re: Dice Rolling Thread
« Reply #640 on: March 20, 2020, 10:19:34 PM »
Yarlaganda moves up the stairs and attacks U9, if he still has enough points after movement.

Initiative, then attack. Nothing reserved for defense this time.

Rolled 2d10+10 : 4, 2 + 10, total 16
Rolled 1d100 : 9, total 9


Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #641 on: March 22, 2020, 05:12:09 AM »
Initiatives:  1) Vulture, 2) Indattu, 3) Undead, 4) Murdus, 5) Astrologer, 6) Unseen A, 7) Unseen B
Attacks and Rolls:  8) Murdus Attack, 9) Murdus Crit. 10) Indattu Ambush, 11) Indattu Attack, 12) Indattu Crit.

Rolled 2d10+7 : 3, 8 + 7, total 18
Rolled 2d10+8 : 4, 10 + 8, total 22
Rolled 2d10 : 4, 2, total 6
Rolled 2d10 : 5, 7, total 12
Rolled 2d10 : 5, 6, total 11
Rolled 2d10+8 : 2, 10 + 8, total 20
Rolled 2d10 : 8, 1, total 9
Rolled 1d100 : 98, total 98
Rolled 1d100 : 91, total 91
Rolled 1d100 : 94, total 94
Rolled 1d100 : 91, total 91
Rolled 1d100 : 76, total 76

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #642 on: March 22, 2020, 05:13:54 AM »
lol, "attitude" indeed!  Murdus High OE Roll:

Rolled 1d100 : 74, total 74

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #643 on: March 22, 2020, 05:21:23 AM »
Yarlaganda sprint MM (Easy Difficulty)
Rolled 1d100 : 74, total 74

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #644 on: March 22, 2020, 05:59:09 AM »
1) Unseen B Spell Casting, 2) Indattu's RR, 3) Nur-ili's Spell Lore
Rolled 1d100 : 32, total 32
Rolled 1d100 : 18, total 18
Rolled 1d100 : 7, total 7

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #645 on: March 22, 2020, 06:12:52 AM »
Rolling a random thing for what's going on with Indattu (IGNORE ME!)

Rolled 1d10 : 4, total 4

Offline Barrow

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Re: Dice Rolling Thread
« Reply #646 on: March 23, 2020, 04:47:10 PM »
Yarlaganda runs to U13. If he can attack while reserving 30 points for defense, he will. Otherwise he’ll just use whatever is left for defense.

Initiative then sprint then attack:

Rolled 1d10 : 10, total 10
Rolled 1d100 : 60, total 60
Rolled 1d100 : 20, total 20



Offline Dalewarrior

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Re: Dice Rolling Thread
« Reply #647 on: March 23, 2020, 06:50:30 PM »
Lahwi-addu, fight in the village, Round #6,

Initiative, followed by Attack, and a Critical roll, 50% parry (+63),

Rolled 2d10+14 : 7, 4 + 14, total 25
Rolled 1d100+63 : 66 + 63, total 129
Rolled 1d100 : 65, total 65

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #648 on: March 31, 2020, 03:23:57 AM »
Initiatives:  1) Vulture, 2) Indattu, 3) Undead, 4) Murdus, 5) Astrologer, 6) Unseen B, 7) Klumenos

Rolled 2d10+7 : 4, 10 + 7, total 21
Rolled 2d10+8 : 5, 6 + 8, total 19
Rolled 2d10 : 6, 1, total 7
Rolled 2d10 : 10, 6, total 16
Rolled 2d10 : 5, 8, total 13
Rolled 2d10 : 2, 10, total 12
Rolled 2d10+6 : 6, 1 + 6, total 13

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #649 on: March 31, 2020, 03:36:55 AM »
Sprint Check for Yarlaganda (Easy)
Climbing MM for Klumenos (Easy)
Dash MM for Klumenos (Medium)

Rolled 1d100 : 90, total 90
Rolled 1d100 : 85, total 85
Rolled 1d100 : 49, total 49

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #650 on: March 31, 2020, 03:43:07 AM »
Oops!  I didn't realize Barrow has already rolled it.  Doesn't matter though, 60 (+15 skill (no ranks, but 30 in category)) and 90 + 15 skill both result in 100% on the MM tables.
« Last Edit: March 31, 2020, 03:45:18 AM by Enheduanna »

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #651 on: March 31, 2020, 04:17:39 AM »
Yarla's Crit.
Rolled 1d100 : 30, total 30

Offline Dalewarrior

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Re: Dice Rolling Thread
« Reply #652 on: March 31, 2020, 01:17:17 PM »
Lahwi-addu, fight in the village, Round #7,

Initiative, followed by Attack, and a Critical roll, 50% parry (+63),

Rolled 2d10+14 : 10, 3 + 14, total 27
Rolled 1d100+63 : 91 + 63, total 154
Rolled 1d100 : 66, total 66

Offline Just X

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Re: Dice Rolling Thread
« Reply #653 on: April 01, 2020, 03:22:36 PM »
Klumenos round #7 rolls in order, Initiative, maneuver-dash (+Qu), bow shoot if possible, Kopis attack if possible, crit.

Rolled 2d10+6 : 2, 2 + 6, total 10
Rolled 1d100+6 : 21 + 6, total 27
Rolled 1d100+107 : 86 + 107, total 193
Rolled 1d100+109 : 79 + 109, total 188
Rolled 1d100 : 51, total 51



Offline Just X

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Re: Dice Rolling Thread
« Reply #654 on: April 02, 2020, 12:33:45 AM »
I think I have figured Klumenos's actions out but would like you to verify that I have this right.

Kluimenos has a dash rate of 340 feet/rd and a roll of 27 on a light maneuver yields 60% or 204 feet of movement.

By my calculations the necromancer is 123 feet away, so there would be 123/204 percent of the round used or 60% so 40% of the round remains as he reaches the necromancer.  So he would have 40% of his OB available to attack.  Now I have a few questions:

  • Do you need 60% of your action to attack?  I recall that being a rule somewhere, but not sure which version it was in.

  • The 40% reduction to the attack, does that apply to the entire OB or just to the Skill ranks?  I.e. strenght and magic are not reduce so only 40% of the skill is used.  Or is it something else?

So if he can attack worst case would be 40% of total OB or +46 with a roll of 79 would be a total of 125 minus the necro's DB.

Do I have this right?

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #655 on: April 08, 2020, 04:44:26 AM »
Actually, dashing is a medium maneuver:



So a 27 only gives you 20% for 68 feet in a round.  Unless a character has several ranks in Sprinting, I've always wondered if dashing was actually beneficial.  While a fast sprint would only allow you a movement rate of 272 feet per round, the MM chart is so much more favorable to light maneuvers (like fast sprinting).  If you roll a 27 as a light maneuver with the fast sprint rate, you get 60% for a full round-movement of 163.2 feet, which is almost twice as much as the same roll at the higher rate.

You do, in fact, need at minimum 60% of your round for melee attack.  This information is buried in RMFRP on page 211:



So basically, you'd need at least 60% to attack after movement; then you'd apply the negative to the entire OB.  As a result, this penalty would also impact parrying, since it reduces the available OB.

Kind of related: it seems to me it's an open question as to whether or not a PC in RMFRP can spend more than 60% of their round moving, then use whatever OB is left after the penalty to parry.  I've always assumed they can, since as far as I know the rulebook appears silent on the issue.

This table summarizes everything, I think (from RMFRP p. 39):



All of that explicated, and with your rolls, would you like to revise to a lower movement rate?  It still doesn't seem like you'll be able to do much more than distract the necromancer this round.

Edit:  It might be difficult to get a clear shot at him this round as well, with that house in the way.  It's either try to cross the fenced-in field to the right of the house, or go the longer route to the left.  Either way, the necromancer has walked out of the house, and is standing around in the open as if waiting for something.
« Last Edit: April 08, 2020, 04:51:59 AM by Enheduanna »

Offline Grinnen Baeritt

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Re: Dice Rolling Thread
« Reply #656 on: April 08, 2020, 07:03:40 AM »
I've mulled this very problem over several times... and come to the conclusion that it's really a non-issue, exasperated by a hazy mechanical approach.

Basically, if a character *knows*, that an opponent exists in a specific location, their intent is to move and attack. That's what they intent to do, and it's here that the system gets in the way and clouds the issue.

The *player* then makes a judgement call, based on their knowledge of what is *possible*, within the system... then fate (in the form of a dice roll) determines how fast/long that character takes to get it's opponent and whether it's "worth" risking a reckless attack when they get there.

A set "%activity" required isn't at all helpful here... I'd say if the intention was there to make an attack (and the character could conceivably make that distance) , fate then determines what percentage of the character's OB is actually applied... in other words, taking longer simply is applied as an additional penalty to the attack... and with very low OB's, that's like saying it's simply gonna miss, possibly resulting in a fumble. However... the choice should still be there to make an attack regardless.

However, if the character isn't fully aware of a target's location, rushing into an area to find them then attack, will then make the primary intent to find rather than attack. And, much like the OB of a character, that ability too will be modified by the %activity remaining to make a perception check ;)
« Last Edit: April 08, 2020, 07:10:50 AM by Grinnen Baeritt »

Offline Just X

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Re: Dice Rolling Thread
« Reply #657 on: April 08, 2020, 09:46:24 PM »
Part of the issue maybe that I am referencing the ICE product #5500 "Rolemaster Standard Rules--the corner stone of ICE's highly acclaimed FRP system, Rolemaster."

In either event, Klumenos would opt for the slower pace to cover more distance!  He would work his way to the southeast corner of the house the Necromancer is standing in front of.  He would hang along the south wall, out of sight until the start of the next round.  Then he would run around the corner--5% move--make a situational awareness check, to locate the necromancer--10% of round--leaving 85% of the round.  more than enough to aim and fire at the Necro with 60% of this action for a missile attack.  Would that be correct?

The only modification to those actions would be if Indattu sounded like he was in dire trouble.

Offline Enheduanna

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Re: Dice Rolling Thread
« Reply #658 on: April 11, 2020, 07:02:56 AM »
I've mulled this very problem over several times... and come to the conclusion that it's really a non-issue, exasperated by a hazy mechanical approach.
I agree.  It feels to me that exhaustion should matter more when running/sprinting/dashing over flat ground (difficult terrain might be a different story).  I remember playing a session back in the early 00's where we actually tried to account for exhaustion points -- and that's all it lasted, one session.  I've always suspected that RMFRP's exhaustion system, like AD&D's encumbrance, is something that virtually no one actually pays attention to.  There's so much to juggle and combat is already slower to adjudicate in RM...but I'm probably rambling.

Running to confront an enemy, even when you can't attack them that round, can be a valid tactic in some circumstances -- especially if you have a significant DB and OB for parry, and you're trying to draw their attention, or otherwise control the battlefield.

Part of the issue maybe that I am referencing the ICE product #5500 "Rolemaster Standard Rules--the corner stone of ICE's highly acclaimed FRP system, Rolemaster."

...

Would that be correct?
Looks good to me!

FYI I use RMFRP (RM 4.0; product #5800) for rules situations, and this might be a difference.  It's the RMFRP system I learned on, and for some reason I've acquired several versions of that rulebook over the years.

I'm going to wait another day to see if Barrow will post, then move things forward.  (I know everyone's lives are probably upset by the virus situation, so no fault to Barrow if he's busy right now; I know I've been).
« Last Edit: April 11, 2020, 07:04:45 AM by Enheduanna »

Offline Grinnen Baeritt

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Re: Dice Rolling Thread
« Reply #659 on: April 11, 2020, 08:49:15 AM »
Movement and Exhaustion is one of the "Biggies" with the RM system, in fact ALL systems. It's just that "Simpler" systems just throw those complications away, gloss over them or simplify them where they only occur in extremes situations... or chose to ignore them completely. That's fine. But when you really get down to it, in a "Fantasy" system that purports to be realistic in it's approach at all levels it's a little less simple.

I admit I've taken the whole PACE system a little lightly in the past, but when players know they have access to a DASH pace, they often might consider using simply because it seems it'll be better for them in the short term. The truth is, like in the "tortoise and the hare" scheme of things... the risk often outweighs the benefit. I've often though the DASH should be re-named as "Desperate/Reckless or Suicidal" and it's only the very well-trained and completely prepared that should attempt it regularly....or the choice is one that is such that it's a matter of life and death that it's the ONLY option... Like exiting a collapsing tunnel or crossing between two pieces of cover when being targeted by a machine gun..  In both cases, being out of breath is certainly preferable.

 

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