Rules Notes

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Range multipliers:

0-8 hexes: no penalty

9-16 hexes: +1 difficulty

17-32: +2 difficulty

etc.

Longbow damage is #succeses x 3.

Accuracy: longbow

Dexterity: Dodge, Knot Tying, Stealth

Int: First Aid

Wit: Tracking

Grace: Gather Information

You must roll dice at the end of your turn. So, you cannot shoot and then move. You can split your dice to shoot, move, then shoot again.

Roll Move number of dice (5) to increase your move -- add #successes x 2 to your move.

If you split your dice, you add your skill to each roll. (Without a schtick) you may not split your dice against the same target or more than two ways.

First aid heals int roll * 2 hit points. Bad first aid is replaced by good first aid (they don't stack or prohibit.)

A character may trade in two later phases to take a phase in the current segment.

If a character wants to make a die roll for a diced action which is not covered by his speed category, he must use up both the action in his current phase and some later phase.

A character may trade in his next phase (often called aborting) to dodge an incoming attack; if you have already acted during a phase, you cannot act again by aborting.