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Message no. 1
From: Robert Cozens <RobCozens@**********.COM>
Subject: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 09:44:07 -0500
When casting an area effect spell (say force 6 sleep spell with 4 dice fr=
om
Magic pool) at four visable targets, does the caster generate successes
from his spell for each target based on the entire force of the spell or
does he split his casting dice (like multiple targets in firearms). ?

If someone could clear this up for me it might help reduce the effect of =
my
teams Mage.

Thanks rob....
Message no. 2
From: William Gallas <wgallas@*****.FR>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 16:10:00 +0100
>When casting an area effect spell (say force 6 sleep spell with 4 dice from
>Magic pool) at four visable targets, does the caster generate successes
>from his spell for each target based on the entire force of the spell or
>does he split his casting dice (like multiple targets in firearms). ?
>
>If someone could clear this up for me it might help reduce the effect of my
>teams Mage.

The better is to take an exemple.
Let's say Purple Hair, an elven mage is facing 4 thugs. He has sleep 6,
sorcery 5 and a combat spell focus 2.
Because they have SMGs, he decides to take no risk and casts his spell at
maximum effect.

Because his magic is 6, he can *only* use 6 dices from his magic pool. This
gives him 6 dices from spell and 6 from pool.
He rolls and gets : 1,1, 2,2, 3,3, 4,4,4, 5, 6, 8.
Among the thugs, one has Willpower 4. Two others, willpower 5 and the last
one has willpower 8 (well.. He uses many drugs :).

Finally, Purple Hair gets those number of successes (before they roll) :
Thug 1 (W 4) : 6 successes (3x4, 1x5, 1x6 and 1x8)
Thug 2 (W 5) : 3 successes
Thug 3 (W 6) : 2 successes
Thug 4 (W 8) : 1 success

Thus, with *only* 2 successes, the 4th thug will succeed in resisting
totally to the spell while the 1st will need 7 successes (with 4 dices !).


Cobra.

E-mail adress : wgallas@*****.fr
Quote : "Never trust an elf"
Message no. 3
From: Da Twink Daddy <twinkie@*******.DMSC.K12.AR.US>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 09:11:42 -0600
-----Original Message-----
From: Robert Cozens <RobCozens@**********.COM>


>When casting an area effect spell (say force 6 sleep spell with 4 dice from
>Magic pool) at four visable targets, does the caster generate successes
>from his spell for each target based on the entire force of the spell or
>does he split his casting dice (like multiple targets in firearms). ?


No, the spell suces test is only rolled once with all the dice. Sucesses are
then tallied individually against all "legal" targets. (ACK! I've been
playing M:tG too long.) Also, drain is only rolled once, this is a real
advantage of area affect spells and is why they have (IIRC) a +1 drian level
modifier. I think it balanced out but, most magic I've seen used was
defensive (IMC).

Now, for a non-area affect spell with multiple targets (Don't have SR2,
can't give page reference), you do have to split up the force dice (IIRC,
magic pool is rolled separately and applies for all targets) Then the mage
had to resist if he cast the spell at full force against each target. What
they are not clear on is at what force the targets resist some say the force
"allocated" to them, other say that, like the mage, they resist it at full
force. I think it is easier just to go by the rules about spell stacking and
allow a mage to cast a spell more than once in a single stack than use spell
spliting.

Also, what is this about splitting you firearms skill, you don't split your
firearms skill, you just get a +2 for each target beyond the first + and
recoil mods. + normal mods. The only reference to splitting a _skill_ I've
ever seen in a house rule about using two weapons and spliting your skill
between two attacks (because noramlly you'd only get one, because you've
only got one complex action). That wouldn't even apply here, because
multiple targets is not always multiple actions (or at least not more than
normally allowed by SR rules.)


>If someone could clear this up for me it might help reduce the effect of my
>teams Mage.


Area effect spells are _very_ danagerous, remember that it affects all legal
targets within AoE (Friend or Foe) and that the radius is measured in
meters, more than once I've had a mage that wasn't playing attention toast
himself with AoE spells.

>Thanks rob....

Your very welcome,

Da Twink Daddy ( twinkie@*******.dmsc.k12.ar.us gilmeth@*********.com
UIN:514984)
----------
"Don't hit me!! I'm in the Twilight Zone!!!" --Zippy the Pinhead
----------
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Message no. 4
From: Johan Felt <is97jfa@*******.HK-R.SE>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 16:15:05 +0100
Robert Cozens wrote:

> When casting an area effect spell (say force 6 sleep spell with 4 dice from
> Magic pool) at four visable targets, does the caster generate successes
> from his spell for each target based on the entire force of the spell or
> does he split his casting dice (like multiple targets in firearms). ?
>

The way we do it is that if you cast an area effect spell you count the spell
as ONE attack. And then you apply the result on all the targets in range of the
spell.

> If someone could clear this up for me it might help reduce the effect of my
> teams Mage.

Then my help will not make the teams mage any less powerful.

Johan Felt.
Message no. 5
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 08:16:36 -0700
Robert Cozens wrote:
/
/ When casting an area effect spell (say force 6 sleep spell with 4 dice fr=
/ om
/ Magic pool) at four visable targets, does the caster generate successes
/ from his spell for each target based on the entire force of the spell or
/ does he split his casting dice (like multiple targets in firearms). ?

I have the caster roll seperately against each target and he does
have to divide pool dice. Against target A he could toss in 2 dice
from his magic pool, add one die against target B, and add one die
against target C. So, using your example he would roll 8 dice vs A,
7 dice vs B, 7 dice vs C, and 6 dice vs D.

Some GMs have the caster roll once, and then keep track of those dice
against all targets. The rational is that it's more realistic, but
it's also complicated :)

Lets say the caster rolls 2, 3, 4, 5, 5, 9 and allocates two pool
dice vs A and two pool dice vs B.

The TN vs A is a 4. The two pool dice come up 3 and 6, bringing the
total number of successes vs A to 5.

The TN vs B is a 5. The two pool dice come up 2 and 2, leaving the
total number of successes vs B at 3.

The TN vs C is a 2, resulting in 6 successes vs him.

The TN vs D is a 7, resulting in 1 success vs him.

Targets A, B, C, and D then resist the spell seperately.

Regardless, I rule that pool dice have to be split up against
individual targets and/or attacks.

-David
--
"You can do very little with faith, but you can do nothing without it."
- Samuel Butler
--
ShadowRN GridSec
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 6
From: Rune Fostervoll <runefo@***.UIO.NO>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 15:26:22 GMT
>When casting an area effect spell (say force 6 sleep spell with 4 dice from
>Magic pool) at four visable targets, does the caster generate successes
>from his spell for each target based on the entire force of the spell or
>does he split his casting dice (like multiple targets in firearms). ?
>
>If someone could clear this up for me it might help reduce the effect of my
>teams Mage.

Afraid not. Mages are fairly dangerous, especially with mana ball/sleep style
spells, which has low enough drain to be cast at will, while they are
dangerous enough that they can take out almost all visible enemies. You might
encourage him to take fireball/mana blast type spells instead, just so that
he gets a little drain, but that's your option. There *is* other ways to
reduce mages' power, if you think they are too powerful in your campaign.
Keep in mind the following, though - EVERYONE has the potential to be equally
deadly, or near enough to make no difference. If you effectively limit the
other player's selection of gear (due to legality, availability, or pure
bloodymindedness, like I do) then you would be well advised to limit the mage's
selection of spells, as well. And if you don't... don't. Make it an even
playing field. And lastly.. if you limit the players, you must also limit
yourself.

Also remember, there's two defences against spells.
1: (Everyone together now) GEEK THE MAGE FIRST!
2: Cover. What he can't see he can't hit, what he can't see well, he can't hit
well.
Message no. 7
From: Gurth <gurth@******.NL>
Subject: Re: Area effect spells and Multiple Targets
Date: Tue, 10 Mar 1998 22:07:23 +0100
Robert Cozens said on 9:44/10 Mar 98...

> When casting an area effect spell (say force 6 sleep spell with 4 dice from
> Magic pool) at four visable targets, does the caster generate successes
> from his spell for each target based on the entire force of the spell or
> does he split his casting dice (like multiple targets in firearms). ?

When you cast an area-effect spell, you make one roll with all the dice
(Force + Magic Pool + whatever) and compare that roll to the TNs for _all_
valid targets to determine how many successes you rolled against each one.
You don't split up the dice in any way between targets.

For example, I cast a Force 4 Mana Ball with 3 Magic Pool dice (total 7
dice) and both Joe and Jane are in the area of effect. My roll is
1,2,3,3,4,5,8. Joe's Willpower is 3, Jane's is 5. I rolled five successes
against Joe, and only two against Jane.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Why live in the world when you can live in your head?
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
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Message no. 8
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Area effect spells and Multiple Targets
Date: Wed, 11 Mar 1998 09:07:22 +1000
Robert Cozens writes:
>When casting an area effect spell (say force 6 sleep spell with 4 dice from
>Magic pool) at four visable targets, does the caster generate successes
>from his spell for each target based on the entire force of the spell or
>does he split his casting dice (like multiple targets in firearms). ?


He rolls his dice for the spell. If he gets five successes, than that's what
the people in the area of effect have to deal with, each.

>If someone could clear this up for me it might help reduce the effect of my
>teams Mage.


If you feel area effect spells are being abused, one possibility is to
increase the drain modifiers. SR uses a +1 drain level (say, from a M to a
S) for area effect, IIRC. Increase this to a +2 (M to D), and you'll get
less abuse, I think.

--
.sig deleted to conserve electrons. robert.watkins@******.com
Message no. 9
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>
Subject: Re: Area effect spells and Multiple Targets
Date: Wed, 11 Mar 1998 17:34:50 +0000
On 10 Mar 98 at 16:10, William Gallas wrote:
[snip question]
> The better is to take an exemple.
*grin* There seems to be a fundamental law with examples. "Examples
confuse the topic", or something similar :-)

> Let's say Purple Hair, an elven mage is facing 4 thugs. He has sleep 6,
> sorcery 5 and a combat spell focus 2.
> Because they have SMGs, he decides to take no risk and casts his spell at
> maximum effect.
>
> Because his magic is 6, he can *only* use 6 dices from his magic pool. This
> gives him 6 dices from spell and 6 from pool.
Nop. Purple Hair, the stylish mage, has a Magic Pool of _five_ (his
value in Sorcery). He also has a Spell Category Focus. Different Pool,
not to be added to Magic Pool (SRII, p. 137). By the vague description
offered there, it depends on the GM's interpretetion whether Purple
Hair can use 5 Magic Pool dice, but 2 of them 'focus dice', 6 Magic
Pool Dice (as if he had a MP of 5+2 and spends 6 of the 7 available
dice) or even 7 Pool Dice - his 5 Magic Pool Dice _plus_ the two Focus
Dice.

> He rolls and gets : 1,1, 2,2, 3,3, 4,4,4, 5, 6, 8.
*whap* reroll the six!

> Among the thugs, one has Willpower 4. Two others, willpower 5 and the last
> one has willpower 8 (well.. He uses many drugs :).
As later on WP of 4, 5, 6, 8 is used, we should consider them listed
here, too :-)

> Finally, Purple Hair gets those number of successes (before they roll) :
> Thug 1 (W 4) : 6 successes (3x4, 1x5, 1x6 and 1x8)
> Thug 2 (W 5) : 3 successes
> Thug 3 (W 6) : 2 successes
> Thug 4 (W 8) : 1 success
>
> Thus, with *only* 2 successes, the 4th thug will succeed in resisting
> totally to the spell while the 1st will need 7 successes (with 4 dices !).
Just for completeness' sake: They resist with a TN of 6.

Unfortunately, I don't have the errata sheets at hand - is there a
comment on what happens in case of ties?

Sascha
--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst | "If I'd had to buy |
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| you, you wouldn't |
| \___ __/ | ICQ#: 7 517 216 | be worth the |
|==== \_/ ======| *Wearing hats is just a way of life* | price." |
|LOGOUT FASCISM!| - Me | - E.Weatherwax |
+------------- http://www.informatik.uni-oldenburg.de/~jhary ----(T.Pratchett)+
Message no. 10
From: Rune Fostervoll <runefo@***.UIO.NO>
Subject: Re: Area effect spells and Multiple Targets
Date: Wed, 11 Mar 1998 17:51:04 +0100
>Unfortunately, I don't have the errata sheets at hand - is there a
>comment on what happens in case of ties?

For combat spells, ties result in the spell working. If the attacker wins,
the spell fizzles. But the caster must have at least one success.

For other spells, except for damaging manipulations, ties result in the spell
fizzling.

It's commented on combat spells somewhere in the BBB.
Message no. 11
From: Da Twink Daddy <twinkie@*******.DMSC.K12.AR.US>
Subject: Re: Area effect spells and Multiple Targets
Date: Wed, 11 Mar 1998 14:02:33 -0600
-----Original Message-----
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>

On 10 Mar 98 at 16:10, William Gallas wrote:


>> The better is to take an exemple.
>*grin* There seems to be a fundamental law with examples. "Examples
>confuse the topic", or something similar :-)

>> Let's say Purple Hair, an elven mage is facing 4 thugs. He has sleep 6,
>> sorcery 5 and a combat spell focus 2.
>> Because they have SMGs, he decides to take no risk and casts his spell at
>> maximum effect.
>>
>> Because his magic is 6, he can *only* use 6 dices from his magic pool.
This
>> gives him 6 dices from spell and 6 from pool.
>Nop. Purple Hair, the stylish mage, has a Magic Pool of _five_ (his
>value in Sorcery). He also has a Spell Category Focus. Different Pool,
>not to be added to Magic Pool (SRII, p. 137). By the vague description
>offered there, it depends on the GM's interpretetion whether Purple
>Hair can use 5 Magic Pool dice, but 2 of them 'focus dice', 6 Magic
>Pool Dice (as if he had a MP of 5+2 and spends 6 of the 7 available
>dice) or even 7 Pool Dice - his 5 Magic Pool Dice _plus_ the two Focus
>Dice.

Although this is a house rule, and (IIRC) directly contradicted by canon, I
say focus dice add to directly to magic pool for times when they apply. Of
course, my mages all allocate Magic Pool on the fly so It just works better
for my group.

<snip: rule of 6 thingy>

<snip: typo later>


<snip: typo here>

>Just for completeness' sake: They resist with a TN of 6.

>Unfortunately, I don't have the errata sheets at hand - is there a
>comment on what happens in case of ties?

Here's BBB:

"If the attacker and the target make the same umber of successes, the tie
goes in favor of the attcke, with the spell's minimum effect done. For
example most combat spells start with a damage level of light..."

IMO, this was mistaken carried over from first ed., few 2 ed. spells
actually have a damage level of light. That's why in the past as a house
rule I didn't allow ppl to "sluff off" spells by "simply" getting more
successes. They had to stage the base damage down to nothing. Course, ATM,
I'm thinking of switching back to canon.

(Picking up again) "...On a tie, such a spell would do light damage. Some
spells however do not have a minimum effect. To be sucessful, these spells
require at least one success in the spellcaster's favor."

Also, this proceeddure doesn't apply to DM's as mentioned earlier in the
SR2.

Da Twink Daddy ( twinkie@*******.dmsc.k12.ar.us gilmeth@*********.com
UIN:514984)
----------
"Don't hit me!! I'm in the Twilight Zone!!!" --Zippy the Pinhead
----------
http://vancove.dmsc.k12.ar.us/~twinkie/
http://www.geocities.com/SiliconValley/Pines/3759/
Message no. 12
From: William Gallas <wgallas@*****.FR>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 09:40:54 +0100
>> The better is to take an exemple.
>*grin* There seems to be a fundamental law with examples. "Examples
>confuse the topic", or something similar :-)

In fact I used an exemple and made some more assumptions to raise new threads.

>> Let's say Purple Hair, an elven mage is facing 4 thugs. He has sleep 6,
>> sorcery 5 and a combat spell focus 2.
>> Because they have SMGs, he decides to take no risk and casts his spell at
>> maximum effect.
>>
>> Because his magic is 6, he can *only* use 6 dices from his magic pool. This
>> gives him 6 dices from spell and 6 from pool.
>Nop. Purple Hair, the stylish mage, has a Magic Pool of _five_ (his
>value in Sorcery). He also has a Spell Category Focus. Different Pool,
>not to be added to Magic Pool (SRII, p. 137). By the vague description
>offered there, it depends on the GM's interpretetion whether Purple
>Hair can use 5 Magic Pool dice, but 2 of them 'focus dice', 6 Magic
>Pool Dice (as if he had a MP of 5+2 and spends 6 of the 7 available
>dice) or even 7 Pool Dice - his 5 Magic Pool Dice _plus_ the two Focus
>Dice.

I consider that purpose spell or category foci are considered being part of
the magic pool for the purpose of calaculating the number of dices.

>> He rolls and gets : 1,1, 2,2, 3,3, 4,4,4, 5, 6, 8.
>*whap* reroll the six!

Ooops. The reason is that when I roll a 6, I consider it is a 5 that can be
rolled one more time. This gives the possibility to use TN 6, 12...
So here, to get a 6, he rolled a 6 then a 1.

>> Among the thugs, one has Willpower 4. Two others, willpower 5 and the last
>> one has willpower 8 (well.. He uses many drugs :).
>As later on WP of 4, 5, 6, 8 is used, we should consider them listed
>here, too :-)

Ooops. Perhaps I wrote this mail a bit too quickly... :)

>> Finally, Purple Hair gets those number of successes (before they roll) :
>> Thug 1 (W 4) : 6 successes (3x4, 1x5, 1x6 and 1x8)
>> Thug 2 (W 5) : 3 successes
>> Thug 3 (W 6) : 2 successes
>> Thug 4 (W 8) : 1 success
>>
>> Thus, with *only* 2 successes, the 4th thug will succeed in resisting
>> totally to the spell while the 1st will need 7 successes (with 4 dices !).
>Just for completeness' sake: They resist with a TN of 6.

Yep.

>Unfortunately, I don't have the errata sheets at hand - is there a
>comment on what happens in case of ties?

It is stated in SRII I think but I can't give you the page because I don't
have the book here...
In case of a tie, the attacker wins.


Cobra.

E-mail adress : wgallas@*****.fr
Quote : "Never trust an elf"
Message no. 13
From: Karl Low <kwil@*********.COM>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 02:12:39 -0700
From: William Gallas <wgallas@*****.FR>


>Ooops. The reason is that when I roll a 6, I consider it is a 5 that can be
>rolled one more time. This gives the possibility to use TN 6, 12...
>So here, to get a 6, he rolled a 6 then a 1.


Interesting.. so rolling a 6 and then another 6 means your total is now 10
with one more die?

Hm.. wonder how that shifts the odds for the higher target numbers? Say a
target number of 11.. now you have to roll two 6's in a row to get it, rather
than one 6 then one 5 or 6.

Karl
Message no. 14
From: William Gallas <wgallas@*****.FR>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 10:22:32 +0100
>>Ooops. The reason is that when I roll a 6, I consider it is a 5 that can be
>>rolled one more time. This gives the possibility to use TN 6, 12...
>>So here, to get a 6, he rolled a 6 then a 1.
>
>
>Interesting.. so rolling a 6 and then another 6 means your total is now 10
>with one more die?

Yep.

>Hm.. wonder how that shifts the odds for the higher target numbers? Say a
>target number of 11.. now you have to roll two 6's in a row to get it, rather
>than one 6 then one 5 or 6.

Such TN aren't as usual and since I apply the same rule for PCs and NPCs...


Cobra.

E-mail adress : wgallas@*****.fr
Quote : "Never trust an elf"
Message no. 15
From: Gurth <gurth@******.NL>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 11:31:17 +0100
Rune Fostervoll said on 17:51/11 Mar 98...

> >Unfortunately, I don't have the errata sheets at hand - is there a
> >comment on what happens in case of ties?
>
> For combat spells, ties result in the spell working. If the attacker wins,
> the spell fizzles. But the caster must have at least one success.

That contradicts itself -- first you say spells work if there's a tie,
then you say it doesn't (at least, I assume "fizzles" means "doesn't
work").

> For other spells, except for damaging manipulations, ties result in the spell
> fizzling.

To put things straight: according to SRII page 131, if there's a tie it
goes in favor of the spellcaster -- a Mana Bolt with 0 net successes does
Serious damage, while the same spell with 1 net success for the target
does no damage. This goes for all spells except damaging manipulation
spells, which will cause damage even if the target rolls more successes;
it's staged up and down just like weapons fire.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
Why live in the world when you can live in your head?
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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------END GEEK CODE BLOCK------
Message no. 16
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 18:08:42 +0000
On 12 Mar 98 at 11:31, Gurth wrote:
[snip]
> > For combat spells, ties result in the spell working. If
> > the attacker wins, the spell fizzles. But the caster must
> > have at least one success.

> That contradicts itself -- first you say spells work if there's a tie,
> then you say it doesn't (at least, I assume "fizzles" means "doesn't
> work").

Remember the cosmic law I mentioned? Examples confuse the topic :-)

> > For other spells, except for damaging manipulations, ties result in the spell
> > fizzling.
> To put things straight: according to SRII page 131, if there's a tie it
> goes in favor of the spellcaster -- a Mana Bolt with 0 net successes does
> Serious damage, while the same spell with 1 net success for the target
> does no damage. This goes for all spells except damaging manipulation
> spells, which will cause damage even if the target rolls more successes;
> it's staged up and down just like weapons fire.
To put them even straighter: Of course the casting magician has to have
at least one success in his Spell Success Test. If the victim generates
as many success in his Spell Resistance Test, base damage of the
(combat) spell is applied.

If the casting magician doesn't generate any successes in his Spell
Success Test, the spell has no effect (other then the drain for the
caster).

if the victim generates more successes in his Spell Resistance Test
then the caster did in his Spell Success Test, the spell has no effect
_on_ _him_. Other targets (if area spell) may still be affected, and
the caster still has to resist drain.

If the caster generates more successes in his Spell Success Test
then the victim did in his Spell Resistance Test, the damage is staged
up as with firearms.

Sascha
--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst | "Real stupidity |
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| beats artificial |
| \___ __/ | ICQ#: 7 517 216 | intelligence every |
|==== \_/ ======| *Wearing hats is just a way of life* | time." |
|LOGOUT FASCISM!| - Me | - M. Ridcully |
+------------- http://www.informatik.uni-oldenburg.de/~jhary ----(T.Pratchett)+
Message no. 17
From: Kat Freyson <katt@******.NET>
Subject: Re: Area effect spells and Multiple Targets
Date: Thu, 12 Mar 1998 16:06:06 -0500
At 04:12 AM 3/12/98 , you wrote:
>Interesting.. so rolling a 6 and then another 6 means your total is now 10
>with one more die?
>
>Hm.. wonder how that shifts the odds for the higher target numbers? Say a
>target number of 11.. now you have to roll two 6's in a row to get it, rather
>than one 6 then one 5 or 6.

Well, if I did the math right, you have half the chance of getting 11 as
you do with the rules.

To get the first 6 is a 16,5% chance [1 in 6]
To get a 5 or a 6 on the second die is 33,3% chance [2 in 6]

33,3 % of 16,5% is 5,55% probability

IF, you need to roll another 6 instead of 33,3% chance on the second roll,
you have only 16,5% which means your probability drops to 2,7% chance of
getting an 11.

I also calculated the probabilities from TN2 to TN20 and the trend is
after10, 50% less chance to succeed using the 6=5+ reroll,but, all numbers
are possible.

Kat



Kat Freyson
Montreal, Canada

The bird doesn't need to get up early and
catch worms when he can order pizza at midnight.

http://www.dsuper.net/~katt
ICQ UIN 3337155

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