Page106-7 Regarding the Champion.
Since it is said that a "combat advantage die" is spent AFTER the "Intimidate Foe" task succeeds, does it mean that the Combat Advantage Die is added to the number of lost Hate points?
I say that since, given what is said in the Captain part, one is tempted to interpret things that way.
A doubt on Combat Roles in the Adventurers Companion
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Re: A doubt on Combat Roles in the Adventurers Companion
Yes, that is how we interpreted that. Mainly due to the line "...plus the number of Hate points lost by the opponents due to the Intimidate For roll." It's the "the" that convinced me. What I don't allow, and it was asked, is another roll while the previous effect was still in play.
Re: A doubt on Combat Roles in the Adventurers Companion
This has come up before, and here's my best attempt at explaining it a new way:
Step 1: The Champion attempts Intimidate Foe.
Step 1a: The Intimidate Foe is successful and generates a loss of Hate. The numerical value of that Hate loss we will call h. It is computed in the usual way.
Step 2: Because the Intimidate Foe was successful, the Champion can now roll a Combat Advantage die. This produces a numerical result that we will call d.
Step 3: On a new round, the Champion makes an attack.
Step 3a: The attack is successful. To the normal damage done, we add both d and h. We will call this total additional damage b.
Step 4: The potential to add b to the Champion's normal damage lasts for a number of rounds equal to the Champion's Valour rating.
Note that at no point are you adding the result of the Combat Advantage die to the Intimidate Foe action. In my reading of the rules, they are two separate events.
In regards to doing Intimidate Foes again, I think that's perfectly legitimate, assuming one still has Combat Advantage dice. In which case, a new h, new d and thus new b would be computed and the 'timer' would reset to the round following the Intimidate Foes action.
Step 1: The Champion attempts Intimidate Foe.
Step 1a: The Intimidate Foe is successful and generates a loss of Hate. The numerical value of that Hate loss we will call h. It is computed in the usual way.
Step 2: Because the Intimidate Foe was successful, the Champion can now roll a Combat Advantage die. This produces a numerical result that we will call d.
Step 3: On a new round, the Champion makes an attack.
Step 3a: The attack is successful. To the normal damage done, we add both d and h. We will call this total additional damage b.
Step 4: The potential to add b to the Champion's normal damage lasts for a number of rounds equal to the Champion's Valour rating.
Note that at no point are you adding the result of the Combat Advantage die to the Intimidate Foe action. In my reading of the rules, they are two separate events.
In regards to doing Intimidate Foes again, I think that's perfectly legitimate, assuming one still has Combat Advantage dice. In which case, a new h, new d and thus new b would be computed and the 'timer' would reset to the round following the Intimidate Foes action.
Jacob Rodgers, occasional nitwit.
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Re: A doubt on Combat Roles in the Adventurers Companion
thanks a lot, now I got it!!
Re: A doubt on Combat Roles in the Adventurers Companion
Yeah, Zed's read is same as mine. Nicely explicated there, Zedturtle.
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