Is there any rule that limits tests so you could not roll against over 100?
e.g. You have 65 fel, you get +60 from all the bonuses so do you roll against 100 or 125?
And if you can there is the rule to replace damage dice roll with your degrees of success. So you could, with enough WS/BS, replace d10 with over ten ?
Rolling against over hundred
96-00 is always a miss. See page 249. But yes, if you got sufficient degrees of success, you could replace the d10 with a higher number.
Errant said:
96-00 is always a miss.
However, in his example, that wouldn't be the case. That rule is only for combat, not for other tests, and so a Fel test that was rolling against 100+ would always pass.
Don't forget that there are many instance where how well you succeed (# of degrees of success) is important, so the fact that they automatically "succeed" is not as worrisome as by how much. Take piloting rolls, for example, where the number of successes affect the distance for turns/maneuvers.
njootti said:
And if you can there is the rule to replace damage dice roll with your degrees of success. So you could, with enough WS/BS, replace d10 with over ten ?
I don't mean to hijack, but I seem to have missed that rule. Which book / page is that rule in, or can someone reprint it here?
You can still fail an opposed test even if you have a high +modifier. If your modified stat is 110, and theirs is 80, but they roll a 1 and you roll an 85, they still win. +/- 60 is the cap on modifiers though. So you could never have a stat higher than 160 or lower than -60.
Also as far as I know there is no rule to replace the 1d10 initial damage roll. This is mostly because for Righteous Fury to work properly it's on a 1:10 ratio.
For all attack rolls, count the degrees of success. The attacker may choose to replace the result on a single damage dice with the number of degrees of success from his attack roll. If the attack inflicts more than one dice of damage, the attacker may replace the result on one dice of his choice with the degrees of success from the attack ro ll.
Page 245.
I thought he was talking about replacing the 1d10 with a 1d15 or something. My mistake.
Hehe, I replace all my d10s with 15s. No, not d15s, just strait up 15s. I'm so good I make the weapon do more damage than it can actually do
Still worth rolling first though because you could get rightous fury which could easily be better.
Don't forget, that only your total bonus can be as high as +60. If you actually have let's say +80 and the test was at -20, you'd still have a bonus of +60 and not only +40. That means you still profit from "unused" bonus points in excess of +60, because they cancel out any malus points.
dvang said:
Don't forget that there are many instance where how well you succeed (# of degrees of success) is important, so the fact that they automatically "succeed" is not as worrisome as by how much. Take piloting rolls, for example, where the number of successes affect the distance for turns/maneuvers.
This is also true for Hit&Run actions in space combat. With a fellowship of 61 and an overall bonus of +60 to command, my Rogue Trader tries to take that action whenever possible. My question is, do my opponent's degrees of success cancle out my own ones? With a good roll, I can have a lot of DoS, dealing as much hull damage as a macrobattery volley or a lance attack...
I read the Hit&Run rule passage a few times but it only says "[...] plus 1 point of damage to Hull Integrity for every degree of success." I know there are some rules that specifically state, that the loser's DoS cancel out the winner's, but not in this case (it's also not in the errata)
DoS = Your DoS - Opposed DoS. This is a constant.
Yeah, maybe, but where's the rule to this? There's nothing about subtracting DoS in the opposing test rule. And, as I said, I remember reading a rule, in which it was explicitly said, that you should do so. The question is, why can't I find the corresponding rule and why does this other rule (I haven't found it, yet) have the explicit order to subtract the DoS from each other?
gomme said:
Yeah, maybe, but where's the rule to this? There's nothing about subtracting DoS in the opposing test rule. And, as I said, I remember reading a rule, in which it was explicitly said, that you should do so. The question is, why can't I find the corresponding rule and why does this other rule (I haven't found it, yet) have the explicit order to subtract the DoS from each other?
It just seems like common sense to me that if you just barely beat someone in the opposed test, you're not going to do as much damage as if you trounced them on the test. And I have no idea what specific case you're talking about, so I can't make any comment about that. And remember, just because a rule is spesifically mentioned for something and not mentioned for something else, doesn't mean it only applies to one of the two. There are a few good example of this in the origin paths. One (and only one) skill spesifically mentions that if you already have it from another source, you get it at +10, even though this also applies to all other skills on the origin path. There is another similar oddity or two like that in the origin path.
My guess is that you aren't finding it in the part about opposed tests because the part about opposed tests is only concerned with if you beat the person or not, not how much you beat them by.
Aye, the DoS of the winning party in a contested test is their own DoS minus the DoS of their opponent (which means adding DoS if they managed to get DoF).
MILLANDSON said:
Aye, the DoS of the winning party in a contested test is their own DoS minus the DoS of their opponent (which means adding DoS if they managed to get DoF).
I do agree with you and Karoline, it makes perfect sense.
((I still would want to have this mentioned in the rules. I think, I read it in the Dark Heresy Rules, but hey, there are three entire Roleplaying Games using the same core mechanics, it's nearly impossible to find just the thing you need in those books. I guess I'll have to buy the digital versions too, there's a search function for these cases.))
While writing this, I remembered where I saw this rule, the Deathwatch Errata. And it's not even some specific case, it's in the "Playing the Game" chapter:
Opposed Tests (page 203):
The sentence
“If both participants
succeed, the one with the most Degrees of Success wins.”
should read
“If both participants succeed, the one with the most Degrees of Success
wins; the degrees of success from the defender cancel out the same
number of degrees of success from the attacker.”
Maybe they should include this in the RT Errata as well, not everybody who plays Rogue Trader also plays Deathwatch or is reading the Errata for the other games... There are differences, like the Righteous Fury damage dealt by DH characters in comparison to RT characters, but I think in this case it's the same with every one of the WH40k RPGs.