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Old 11-18-2004, 12:21 AM   #9
Q'alooaith
Emerald Dragon
 

Join Date: December 10, 2003
Location: UK
Age: 41
Posts: 961
Quote:
Originally posted by Pirengle:
quote:
Originally posted by Q'alooaith:
Riftmaker, all your comment's are acurate, except the last..
Nope, he's right. If you roll a 1 you automatically flub the roll (critical miss) and if you roll a 20 you automatically succeed the roll (critical hit). A second roll is done to see if the damage doubles. At least, that's how it's done in with pen-and-paper.

For saving throw bonuses and penalties, the wording is crap. Often items will say things one way and spells will say another. The spell you mentioned that does -4 to saving throws (Greater Malison) actually adds four points to the roll, making a -4 penalty. It's a PITA to understand, and Six of Spades can explain it all better than I ever could.
[/QUOTE]You've made exactly the same misstake.


For combat a natural 1 alway's misses and 20 alway's hit's, but not on saving throws..

This mean's that spell's like cromatic orb and charm person don't work as well on higher level foes..

Try it yourself, hold person is a good example, set your saving throw's to about -8 or so and try to hold that char, you should fail every time.


BTW, you might not see this unless you have TOB installed, since in SoA your level is more limited so your saving throw's don't get as low.

[ 11-18-2004, 12:23 AM: Message edited by: Q'alooaith ]
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