Goodman Games

Fan Forums
It is currently Fri Oct 31, 2014 8:24 am

All times are UTC - 6 hours




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Turn Unholy, Lay on Hands and Disapproval table query. . .
PostPosted: Fri May 11, 2012 2:23 pm 
Offline
Far-Sighted Wanderer

Joined: Thu Aug 17, 2006 11:17 pm
Posts: 35
Both Turn Unholy and Lay on Hands require a spell check but only state in their explanation that they increase the Disapproval range and not that they force a roll on the Disapproval table on a failure.

However, the the Disapproval table states, " each and every time a cleric rolls a natural 1 on a spell check, he must roll on table 5-7: Disapproval". So does falling within the disapproval range still generate a roll on the disapproval table? and does it increase the disaproval range twice? Once for failing and another for falling within the range?

The table also states that the roll is reduced by the Cleric's luck modifier. Why is this not mentioned in the Clerics uses for Luck?

thanks,

Alex


Top
 Profile  
 
 Post subject: Re: Turn Unholy, Lay on Hands and Disapproval table query. .
PostPosted: Fri May 11, 2012 7:35 pm 
Offline
Hard-Bitten Adventurer

Joined: Wed Jan 12, 2011 9:46 am
Posts: 122
Yes, spells, turn unholy, and lay on hands all contribute to the disapproval range on a failure. All three actions also trigger disapproval any time a spell check falls within the disapproval range. Any failure on a spell check adds to the disapproval range, but only a natural roll on the die within the range triggers a disapproval roll. Any number within the disapproval ranges is automatically a failure, but a failure within the disapproval range does not contribute more than one point to increasing the range, unless the judge says otherwise.

_________________
...unless the judge rules otherwise.

Steven Thivierge
Playtester and additional design for:DCC RPG.


Top
 Profile  
 
 Post subject: Re: Turn Unholy, Lay on Hands and Disapproval table query. .
PostPosted: Fri May 11, 2012 8:16 pm 
Offline
Far-Sighted Wanderer

Joined: Thu Aug 17, 2006 11:17 pm
Posts: 35
I didn't realize that every time you failed it increased the range, I thought it was only when you rolled within the range when the range would be increased. ( Somehow I misread that) Anyways, this makes clerical spells and abilities much more dangerous and exciting. No more healing battery without fail. I really like this mechanic, simple, thematic and fun.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group