To add more realism and excitement to play, instead of rounding off the number of Weapon and Shield Actions to the nearest whole number, the decimal part (.8 in an action of 1.8) can be considered the chance of getting an extra action in a phase.

To determine the number of Weapon and Shield Actions a 1 to 10 number should be rolled by each character at the beginning of a phase.

If the number rolled is less than or equal to the decimal part (here 8), an extra action may be taken ~ phase.

Note that variable blows need not be rolled for bad guys as this will create unnecessary work for the referee.

Example:

Trebor gets 2.2 Weapon Actions and 1.3 Shield Actions each phase.

At the start of a phase he rolls a 3, giving him 2 Weapon Actions and 2 Shield Actions that phase.

If he had instead rolled a 1 or 2 he would have had 3 Weapon Actions and 2 Shield Actions that phase.

10.01-variable_weapon_and_shield_actions.txt

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rhand_morningstar_missions/variable_weapon_and_shield_actions.txt · Last modified: 2024/08/06 19:19 by 127.0.0.1
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