From: | Ubiquitous <weberm@*******.net> |
---|---|
Subject: | Re: [SR2] Karma Pool |
Date: | Thu, 25 Jul 1996 23:30:43 -0400 (EDT) |
>This brings to mind another question, concerning pool dice: In my game, I
>allow players to roll pool dice as needed. For example, in firing at Mr.
>Mojo Merc at long range, they would normally roll their firearms dice. If
>they're not happy with their number of successes, I allow them to "throw in
>some combat pool." The same holds true for magical success tests. In short,
>instead of exhausting pool on one-shot rolls, I allow them to roll pool as
>needed for success tests.
>
>How do other GM's and players handle this aspect of the game? I suspect my
>system is sometimes over-generous to the players, but that's the main reason
>I don't give them an individual karma pool. Team karma is allowed, but
>that's all I give them.
I try to make my players declare how many Combat pool dice they want to
allocate beforehand, which is the way I understand it to be. I think it says
this in the Combat chapter under how a round a performed.
When rerolling failures, however, they seem to think they can only reroll
skill dice instead of all of them. Am I correct in allowing all dice to be
rerolled?
--
"I dyde shyte thre grete toordes." Fables of Aesop,
Caxton translation,
V15 1484