Paradigm Concepts
http://forums.paradigmconcepts.com/

order of applying die bumps?
http://forums.paradigmconcepts.com/viewtopic.php?f=10&t=2192
Page 1 of 1

Author:  wilcoxon [ Sun Feb 28, 2016 12:37 am ]
Post subject:  order of applying die bumps?

What final strength would a Gnome with d12 Strength, Enlarged Hands, and a Rune of Might have when making an unarmed attack?
  1. d12 -> d12+2 (enlarged) -> 2d6 (rune interpretation #1)
  2. d12 -> d12+2 (enlarged) -> 2d6+2 (rune interpretation #2)
  3. d12 -> 2d6 (rune) -> 2d8 (enlarged)
  4. d12 -> 2d6 (rune) -> 2d6 (enlarged)
  5. something else

I would hope not #1 or #4 as that would make Enlarged Hands far less useful.

On #3 vs #4, it's unclear on if the limitation of "max d12+2" applies to 2d6 or not. 2d6 die is not covered in the main rulebook that I can find.

Author:  Southernskies [ Sun Feb 28, 2016 7:50 pm ]
Post subject:  Re: order of applying die bumps?

:edit: Looks like 'none of the above' unless you have access to Powerful Attribute as you cannot bump above 1d12+2 without it.

The Rune bump seems to be included for completeness when used by Threats.

pg170 wrote:
Die Bump: Some spells or Talents may provide you with a Die Bump. Die Bumps can be conceivably applied to any die roll in the game, and unless otherwise noted are capped
at d12. Thus, if you use a Talent that grants a Die Bump to Insight when using a particular skill you simply use the next highest die. If the die is already a d12, you instead gain a +2 bonus to the affected die roll.

Quote:
Enlarged Hands: Your hands are abnormally large and powerful, making any fine manipulation difficult to say the least. Any time you attack with your bare hands, you gain a Die Bump to your Might (maximum of d12+2), but you suffer a Die Penalty to any Quickness Action
Skill Rolls that depend on using your hands.


Quote:
Might Rune:
... Unlike a standard Die Bump, if you possess d12 Might, your Might increases to 2d6 instead. ...
Special: If this Rune is used in combination with any spell or Talent which grants a Might Die Bump, the effects do stack to a maximum potential of 2d8.

Author:  Taffy [ Thu Mar 03, 2016 9:15 pm ]
Post subject:  Re: order of applying die bumps?

so if you have an attribute of 1d12+2 (lets say might) and you have furious rage (die bump to might) it has no affect because you are already at maximum?

Author:  Southernskies [ Thu Mar 03, 2016 10:18 pm ]
Post subject:  Re: order of applying die bumps?

That seems to be the case.

The only other exception I could find was weapon size categories.
pg.238 wrote:
Size Categories
The weapons presented in this chapter are of average size. But there are times where the heroes might face larger creatures wielding massive weapons. Weapons gain a Die Bump to their base weapon damage for each category above Average, without increasing the weapon's Speed. Unlike a heroes die bump which caps at d12+2, weapons which deal 1d12 deal 2d6 instead which each die increasing by one additional size category per die bump. Thus a Huge Scythe, Speed 7, d12 weapon would deal 2d10 (Mi) as a Speed 7 attack.


pg.91 wrote:
Die Bumps and Die Penalties
Both Die Bumps and Die Penalties may end up being applied to any die roll. A Die Bump increases any die it is applied to by one step and is capped at d12 unless otherwise noted. If the Die Bump is applied to a die that is already a d12, you gain a +2 bonus to the die roll instead. A Die Penalty reduces the die type by one step to a minimum of d4. If a Die Penalty is applied to a die which is already a d4, you suffer a -2 penalty to the die roll instead.

Author:  Southernskies [ Wed Apr 06, 2016 12:12 am ]
Post subject:  Re: order of applying die bumps?

I've been re-reading a few things and have changed my position (should have quoted all of the Might Rune in the previous post; editing above post).

Base Might: d12
Might Rune + Enlarged Hands = 2 die bumps (using the specific rules of the Might Rune)
== 2d8 MIGHT die

The order does not appear to matter, as the rules for the Rune are specific.

HOWEVER: You must have a Base Might of d12 (before adjustment) to gain the benefits (a Might stat of 11).

Specific to our Gnome friend:
Normal damage = d12+2 Might (Base d12 + Enlarged Hands; core rules)
Active Rune damage = 2d8 Might (Base d12 + Might Rune + Enlarged Hands; specific rule)

Specific to Furious Rage:
Normal damage = d12+2 Might (Base d12 + Furious Rage; core rules)
Active Rune damage = 2d8 Might (Base d12 + Might Rune + Furious Rage; specific rule)

Author:  wilcoxon [ Fri Apr 08, 2016 5:36 pm ]
Post subject:  Re: order of applying die bumps?

That makes sense to me. However, my next question is what happens if you only have a d10 base Mi die (since you said you must have d12 to begin with)? Does it end up as d12+2 or as 2d6?

Author:  Southernskies [ Sat Apr 09, 2016 12:58 am ]
Post subject:  Re: order of applying die bumps?

D12+2

Page 1 of 1 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/