Yum Donuts
Apr 22 2004, 07:41 AM
Ok, I heard of a rule a while ago (It might have been in SR2, that much of a while ago) that you cannot use your combat pool unless you got at least one success with your regular skill dice.
I was looking for that rule and couldn't find it. the reason I was looking for it is because I heard something else that you had to have a success on your skill dice to use bonus dice (such as from the adept power Improved Unarmed Combat).
If the rule exists, there is a big problem with it that is not apparent above: open tests (and pseudo-open tests, like jumping).
Lets say I have the Greatleap power at level 4 and athletics at 6. so I want to jump 10 meters (quickness 6+ 4 greatleap) I only need 1 success, so if I have to get one on the 6 skill dice to use the 4 great leap dice, I can't use the dice unless I've already passed the test and then I don't need them.
So please, if you can give me a page number for that ruling (that you need a success to add pool dice), or tell me it doesn't exist, either way, I will be happy for your input.
thanks
Arethusa
Apr 22 2004, 07:43 AM
To my knowledge, there is no such rool as pool and skill are rolled simultaneously.
eg I have pistols 6 and 12 cp, 6 of which I decide to toss into this shot; I then roll 12 dice, and calculate successes from there, not 6 skill dice and then 6 cp.
shadd4d
Apr 22 2004, 08:06 AM
Think they ditched that rule from SR2. Now it works as Arethusa states. I remember it being in the 2nd ed combat, plus maybe in the basic dice rolling rules.
Don
RedmondLarry
Apr 22 2004, 08:52 AM
No, you don't need a success with your main skill in order for your Combat Pool successes to count.
The two places where you need at least one success before getting an additional bonus are:
1) Complementary dice (and Centering) where you need at least one success on the main roll for the additional successes from the complementary skill to count.
2) Purchasing a success with Karma Pool, where you have to have at least one success already in order to buy another.
gknoy
Apr 22 2004, 09:53 AM
I think it also applies when re-rolling failures: I THINK you need one success there too. But I haven't looked it up, because I am lazy.
Nikoli
Apr 22 2004, 01:48 PM
It is a good idea however to roll your skill and cp separately in some cases, like dodging.
Austere Emancipator
Apr 22 2004, 02:02 PM
QUOTE (Nikoli) |
It is a good idea however to roll your skill and cp separately in some cases, like dodging. |
There is no skill used in a Dodge Test, so it follows that the CP dice in a Dodge Test is not rolled with your skill dice. The Athletics (Gymnastics) must be rolled beforehand as a Complex Action to gain extra dice on the Dodge Test, if that's what you meant.
Luke Hardison
Apr 22 2004, 02:32 PM
QUOTE (Nikoli) |
It is a good idea however to roll your skill and cp separately in some cases, like dodging. |
Or just use different colored dice for pools and skills, like the BBB suggests.

That's what our team does. Skill / attribute dice are white with black pips, pool dice are blue with white pips.
Moon-Hawk
Apr 22 2004, 05:08 PM
You might be thinking of the rule that you cannot permanently burn a point of Karma pool to buy an extra success unless you have achieved one success on the roll already.
blakkie
Apr 22 2004, 05:36 PM
QUOTE (OurTeam @ Apr 22 2004, 08:52 AM) |
.... The two places where you need at least one success before getting an additional bonus are:
1) Complementary dice (and Centering) where you need at least one success on the main roll for the additional successes from the complementary skill to count. .... |
Ironically an Adept using Centering to jump over a pit is -exactly- like the goofy situation Yum Donuts mentioned where you have to get a success on a lesser number of dice to be able to use the extra dice...which you now don't need.
Herald of Verjigorm
Apr 22 2004, 05:45 PM
In that case, use centering to compensate for the low light, moderate wound, and other penalties, so you can get the one success easier.
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