Rules Clarification: Bonus Dice
Posted: Tue Apr 24, 2018 4:17 pm
Well ok there's two questions.
The first is a slight discrepancy between the steps of a combat encounter on page 167 of TOR Core, and page 182 of Core. 167 has the listing of Combat as:
The second thing is basically how do you play Success Dice: In combat, could you add them to for example an Awe check or Rally Comrades, or not? Same for Journeys, do you only add them to Travel or things that happen during travel too, like maybe an Athletics check to jump over a creek?
The first is a slight discrepancy between the steps of a combat encounter on page 167 of TOR Core, and page 182 of Core. 167 has the listing of Combat as:
But page 182, where an example is listed using these rules, lists it in a different order:1) Resolve Surprise Attack
2) Determine Initative
3) Assign Combat Advantages
4) Resolve Opening Volleys
5) Proceed to Close Quarters
I get how most of it meshes, but the contradiction for me is when Combat Advantages are rolled: the significance being, can you add these success die to Opening Volleys or not. And its not like if you're surprised you get a volley or to roll for combat advantages: so there's not any reason I see to swap Volleys and Combat advantages places...Check for Surprise
Opening Volleys
Combat Advantages
Choose Stances
Engagement
Combat Rounds
The second thing is basically how do you play Success Dice: In combat, could you add them to for example an Awe check or Rally Comrades, or not? Same for Journeys, do you only add them to Travel or things that happen during travel too, like maybe an Athletics check to jump over a creek?