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[DLR] Fate chips and multiple bolts...

 
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doswelk
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Joined: 01 Nov 2007
Posts: 209
Location: Surrey, UK

PostPosted: Tue Nov 29, 2011 8:30 am    Post subject: [DLR] Fate chips and multiple bolts... Reply with quote

A player who is facing probable death today (alone in a freight car with multiple nose-ferrets) asked me the following question:

Quote:
"If I cast 3 bolts and spend a red or blue fate chip does the D6 add to all 4 dice that I rolled, I am thinking yes but want to double check with you. "


I can see arguments both for 'yes' and 'no', logically I can see that 'yes' is a reasonable answer, in fact the description from the rulebook does not help:

Quote:
"A red chip allows you to roll a d6 and add it to your current total (this die can Ace as usual). This negates a critical failure from rolling a 1 on your skill die, should that be an issue. Or you can choose to use a red chip as a white chip."


But some part of me thinks it should only allow you to add to one roll.

In fact I think I am going to rule nope. It only affects ONE roll, the logic behind it is that casting multiple bolts is like multiple shots from a machine-gun or fanning the hammer they are not a single action just multiple actions that do not incur a multi-action penalty...

What would be the correct answer?
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Clint
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Joined: 13 May 2003
Posts: 16166

PostPosted: Tue Nov 29, 2011 3:18 pm    Post subject: Re: [DLR] Fate chips and multiple bolts... Reply with quote

doswelk wrote:
A player who is facing probable death today (alone in a freight car with multiple nose-ferrets) asked me the following question:

Quote:
"If I cast 3 bolts and spend a red or blue fate chip does the D6 add to all 4 dice that I rolled, I am thinking yes but want to double check with you. "


I can see arguments both for 'yes' and 'no', logically I can see that 'yes' is a reasonable answer, in fact the description from the rulebook does not help:

Quote:
"A red chip allows you to roll a d6 and add it to your current total (this die can Ace as usual). This negates a critical failure from rolling a 1 on your skill die, should that be an issue. Or you can choose to use a red chip as a white chip."


But some part of me thinks it should only allow you to add to one roll.

In fact I think I am going to rule nope. It only affects ONE roll, the logic behind it is that casting multiple bolts is like multiple shots from a machine-gun or fanning the hammer they are not a single action just multiple actions that do not incur a multi-action penalty...

What would be the correct answer?


The bonus is added to the "current total," singular total not totals plural, so the +1d6 can only be applied to one total out of the three generated, though the player can choose which one to apply it to.

If the player wanted to potentially alter all the results, that would be one reason why Red and Blue Chips can also be used as a White Chip for rerolling all the dice.

As a side note, bolt is "officially" a single action even if it generates multiple results, as it only has one Wild Die.

Hope that helps.
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