whit10 wrote:Ok, if I'm reading this right, he's just going to perform two simple actions... charging up Improve Attribute (Agility) and drawing and igniting the lightsaber.
Improve Attribute (Magic Rating plus Level of IA)
10d6 total (this is where the high magic rating comes in)
Roll(10d6)+0:
2,1,1,2,6,1,2,2,6,5
3 successes - Agility at 8 for 6 rounds.
I think he's done? This combat system is a little confusing
I think you are correct so far, nicely done (you keep making me read the rules again!)
this is a change i LOVE about 4e from 1e.... remember in 1e? all those 1s would have taken away your other successes. Now the 1s only matter if you 1/2 your dice come up as 1s or if you get no 5s or 6s at all + some 1s.
Max augmented Agility for Daxx is 9 (6 x 1.5), so no problems there.
Daxx has 6 rds, before he takes Drain
Sith goons are up!
Sith goon on the left
Walks diagonally up and left (no cost to walk, 10m since he is human) which gives him some cover behind the trunk of the abandoned landspeeder.
Simple action - ready his rifle (draw)
Simple action - fire his blaster rifle
agility 3 + rifles 3 = 6 dice
Roll(6d6)+0:
1,4,3,1,1,2,+0
ouch, what was that I was just saying about 1s?
so this is a Critical Glitch (botch), he got half his dice as 1s and 0 hits (successes)
for the sake of ease, his power pack shorts out
Sith goon on the right walks diagonally up and left, then up 3, taking cover by the hood of the landspeeder
simple - draw rifle
simple - fire
Roll(6d6)+0:
5,4,5,1,3,5,+0
ok, 3 hits! on Daxx
Daxx needs to decide how he wants to defend the attack
basic defense vs ranged attack is just to roll his Reaction attribute
or he can use Full Defense (taking up his next action) as an interrupt and then he could roll his Dodge + Reaction or
Lightsaber Parry (missle parry) + Reaction