I'm having a bit of an issue with the errata righteous fury. Yes it does make it less powerful but one of my players think that for every 10 you roll you roll an additional dice equal to the amount of 10s. For example, if you have a lascannon and you score 3 10s on your dice roll, then you would roll 3 additional d10s for righteous fury. While what I get from the errata is no matter how many 10s you roll, you just roll one additional dice. Whats the consensus here?
Righteous Fury
Each attack is possible of one righteous fury. If he gets a 10 then he has to reroll his attack and if successfull can add 1d10. If its a Xenos, because of Deathwatch Training Talent, he does not have to reroll the attack just add 1d10.
I stick with 1d10 in my games. Exploding dice are bad enough. And the extra damage will generally always pass through whatever armour/tb the enemy has, so no use in them whining about it.
So to my lascannon example, if you roll 6d10+10 and get 3 10s out of the six dice, do you roll just 1d10 or 3d10? I want to make this as easy as possible to understand for the both of us. And this is based on the errata, not the misprint in the rulebook. Thanks in advance.
Just one extra d10. If that extra gets a natural 10, you can keep on "exploding" that die and rolling an additional d10 until you stop rolling natural 10s. Some abilities trigger RF on less than a natural 10, but I'm not sure if any also explode subsequent results below a natural 10.
I can see the argument for rolling as many d10s as you rolled 10s, and would represent the accuracy and strength of suck a lucky attack, but the errata is quite clear that you would only roll 1d10, regardless of how many d10s in the damage roll rolled 10.
Veroldindir said:
I'm having a bit of an issue with the errata righteous fury. Yes it does make it less powerful but one of my players think that for every 10 you roll you roll an additional dice equal to the amount of 10s. For example, if you have a lascannon and you score 3 10s on your dice roll, then you would roll 3 additional d10s for righteous fury. While what I get from the errata is no matter how many 10s you roll, you just roll one additional dice. Whats the consensus here?
Official ruling but I do use multiple exploding d10 too. I do so because with a really good roll the players can do epic damage and that fits the theme of the game. Alos players love it for the amount of damage they can dish out in theory. It is workable, you just have to keep an eye on a few things:
- Blood Angels get on high ranks RF on 8+ in Solo Mode. It's overpowered and probably needs to be weakened. In general RF must never be better than 9+ then.
- If you RF on 9+ this only goes for the original damage dice. Any bonus damage dice only add even further damage on a roll of 10 only. It gets out of hand otherwise.
- You may (or may not) want to consider fiddling a bit with Bolt Weapons damage. Heavy Bolters can be very powerful with multiple exploding dice because of the high number of potential hits. See here for ideas:
www.fantasyflightgames.com/edge_foros_discusion.asp
- Non-PCs should only get 1d10 for RF, even when they have Touched by the Fates. It gets too killy otherwise. Well, unless you like killy.
I have been running the two free demo scenarios and it works just fine.
Alex
Do realize, that if an enemy has touched by the fates, they should also be able to roll RF in the same way as the kill team members. Keeping it to 1d10 max per RF helps avoid said enemies accidentally making a marine go pop.
KommissarK said:
Do realize, that if an enemy has touched by the fates, they should also be able to roll RF in the same way as the kill team members.
I don't see that. It's enough if I roll for the xenos 1d10 only, no matter how many 10s are scored.
Alex
KommissarK said:
Do realize, that if an enemy has touched by the fates, they should also be able to roll RF in the same way as the kill team members. Keeping it to 1d10 max per RF helps avoid said enemies accidentally making a marine go pop.
In the enemy's eyes, there's no accident there - they want the marine to go pop. I oddly find that this is one of the few RPGs where I'm not at all shy about PC deaths. The game is practically set up so that PCs are easily replaceable between missions. It also makes it easy for a player to 'retire' a character he's no longer happy playing and make up another with minimum fuss.
Veroldindir said:
So to my lascannon example, if you roll 6d10+10 and get 3 10s out of the six dice, do you roll just 1d10 or 3d10? I want to make this as easy as possible to understand for the both of us. And this is based on the errata, not the misprint in the rulebook. Thanks in advance.
Another option might be to run the single 1d10 RF dice as normal for multiple dice but, if multiple 10's are rolled like the lascannon example, allow a fate point to be spent to to allow for multiple RF dice.
Roll your 6d10, three 10's come up on the damage = Confirm RF and roll an additional 1d10
or
Roll 6d10, three 10's come up on the damage, it's an epic boss fight, spend a fate point for RF = Confirm RF and roll an additional 1d10 per 10 on the initial damage.
It could be an interesting option, but it would lead to faster boss fights.
I mean official rules, not house rules, but official rules, my friend is sticking by the idea that you roll as many d10s as you roll 10s. I dunno what else to do.
Hello, his frustrating-to-deal-with player here. Allow me to explain how I see it, original and errata included:
"When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor's favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that is identical, all modifiers included, to the original attack. If that that second attack hits, the attacker may make an additional Damage roll and add it to the Damage total. If the additional Damage roll also results in a natural 10, the Emperor has indeed smiled upon the attacker and he may make yet another Damage roll and add it to the Damage total. This process continues as long as at least one Damage die results in a natural 10."
That is the original wording. The way I see it is that it was worded as if the RF damage was the original attack's damage rerolled (like say a Bolter, you would reroll 2d10+5.... Yeah.) That is why this errata was made:
"If that second attack hits, the attacker may roll one additional Damage dice (1d10) and add it to the Damage total."
What I read it as is that you only roll one additional damage dice, or in other words, a 1d10 as it says in parentheses, when you roll a RF's damage. I don't see anywhere that it says only one damage dice can explode, only rules on what the RF damage roll is, which is 1d10.
Now it is not the most clear of rules or erratas IMO, so we're just going to do it however we percieve it for our games. If it gets to be too ridiculous (probably will, laughably so) then we'll go with the simpler way.
Conditional #1: Is one of the damage dice a 10?
Conditional #2: Is a second attack roll successful?
If Conditional#1 is met, test if if Conditional#2 is met. If Conditional#2 is also met, roll 1d10 and add to the original damage.
(Disregarding further 10s here.)
It can't be any clearer.
Alex
ak-73 said:
Conditional #1: Is one of the damage dice a 10?
Conditional #2: Is a second attack roll successful?
If Conditional#1 is met, test if if Conditional#2 is met. If Conditional#2 is also met, roll 1d10 and add to the original damage.
(Disregarding further 10s here.)
It can't be any clearer.
Alex
+1
I'll agree the original description of the rule + the example could lead to confusion, but the eratta is very clear on this. Tell your player to re-read it:
"If that second attack hits, the attacker may roll one additional Damage dice (1d10) and add it to the Damage total."
It doesn't say that you get to add 1d10 per 10 that you rolled and add it to the damage total, it says one damage dice. I honestly can't see how you could interpret this any other way.
seiba said:
Hello, his frustrating-to-deal-with player here. Allow me to explain how I see it, original and errata included:
"When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor's favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that is identical, all modifiers included, to the original attack. If that that second attack hits, the attacker may make an additional Damage roll and add it to the Damage total. If the additional Damage roll also results in a natural 10, the Emperor has indeed smiled upon the attacker and he may make yet another Damage roll and add it to the Damage total. This process continues as long as at least one Damage die results in a natural 10."
That is the original wording. The way I see it is that it was worded as if the RF damage was the original attack's damage rerolled (like say a Bolter, you would reroll 2d10+5.... Yeah.) That is why this errata was made:
"If that second attack hits, the attacker may roll one additional Damage dice (1d10) and add it to the Damage total."
What I read it as is that you only roll one additional damage dice, or in other words, a 1d10 as it says in parentheses, when you roll a RF's damage. I don't see anywhere that it says only one damage dice can explode, only rules on what the RF damage roll is, which is 1d10.
Now it is not the most clear of rules or erratas IMO, so we're just going to do it however we percieve it for our games. If it gets to be too ridiculous (probably will, laughably so) then we'll go with the simpler way.
Whats interesting, is you highlight the exact wording that means that it is only a single 1d10, not 1d10 per 10 rolled.
Note that it says "any die rolled results in a natural 10," the key part there is "any". Therefore, if its just one natural 10, or five 10s, it still is only a chance for one second attack roll. WIth that second attack roll, all that it results in is a single 1d10 of RF damage, and from that point it keeps adding per 1d10.
The disagreement on this is also in the use of the phrasing of "any," as some might take that as meaning each natural 10 allows for one new attack to confirm. This would imply that if it is possible for multiple attack rolls to be made to confirm the righteous fury. I disagree with that being possible, as that drags out the game, and, while I have no examples, my gut tells me that other instances of wording like this also implies that "any" is used as a way of saying "as long as one occurs, do this single thing once". They could have worded it as "for each natural ten rolled," if the intent was to allow for multiple RF damage dice to be rolled, it would have been made very clear.
The real problem is that the wording can actually be read either way - depending on your view of things - because it does not specify either method to the point. It is vague in that regard, which is a common theme in the 40k RPG's, I've noticed - misleading sentences and paragraphs abound. However, the meaning (as we have concluded, and mostly everyone here has as well) is that only one damage die resulting in 10 may explode. I guess what I mean to say is have common sense as your first priority, and literal meaning last.
Anyway, problem solved. It is no wonder I play a Space Wolf and he a Dark Angel.
seiba said:
The real problem is that the wording can actually be read either way - depending on your view of things - because it does not specify either method to the point. It is vague in that regard, which is a common theme in the 40k RPG's, I've noticed - misleading sentences and paragraphs abound. However, the meaning (as we have concluded, and mostly everyone here has as well) is that only one damage die resulting in 10 may explode. I guess what I mean to say is have common sense as your first priority, and literal meaning last.
Anyway, problem solved. It is no wonder I play a Space Wolf and he a Dark Angel.
Unless you want to become a rules lawyer, I suggest you accept that the meaning of the errata is very clear.
Alex
seiba said:
Now it is not the most clear of rules or erratas IMO, so we're just going to do it however we percieve it for our games. If it gets to be too ridiculous (probably will, laughably so) then we'll go with the simpler way.
It's really very clear indeed. I really think that it's just poor interpretation that's posing the problem.
As a GM here, I wil have to agree with alex and Charmander, the wording is actually quite clear both in the core book and the errata, you role only one additional 1d10 for RF no matter how many natural 10s you roll in the initial damage roll. I read it over a number of times and I never once had a misunderstanding of it's use. Now I also understand that if you happened to roll another 10 on that 1d10 RF roll, you get another RF roll.