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剧透 - : Good Morning Oreoinhell
We do plan to release a 7th Edition version of Malleus Monstrorum. It may release next year!
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剧透 - : https://www.yog-sothoth.com/forums/topic/32943-noob-question-is-pushing-a-fumble-even-possible%EF%BC%9F/?tdsourcetag=s_pcqq_aiomsg
Very high or very low dice rolls are unusual and signify good or bad fortune for the players.
The impact of Fumbles should take effect immediately and may not be negated through pushing the roll.
As is written on Page 89 of the keeper book,
"impact of Fumbles cannot be negated", but not "Fumbles cannot be pushed".
So does that mean if I take the effect of the Fumble (such as HP loss) , I can still push that roll?
A pushed roll is a second attempt (p.84), it's "not a re-roll; time always passes between rolls" (p.85)
I don't see a rule that would disallow a 2nd attempt when the first attempt is a fumble (once you take the consequence of the fumble), but as always the Keeper determines if a push is allowed to begin with.
Technically, mvincent is correct - the result of the fumble stands, but a second pushed attempt may be tried - if that fails, even more woe! But, it is perfectly fine if the Keeper rules that the fumble ends the attempt - another PC might then try, assuming they still have the ability to obtain the 'goal' desired from the roll.
剧透 - : 1. Can I push a fumble? (if situation allow me to push the roll)
The ruldbook said "The impact of Fumbles should take eﬀect immediately
and may not be negated through pushing the roll." So I wonder, for example, if I fumble in first aid, target lose 1 HP. Can I then push the roll and grants 1 HP when success, making his HP unchange? I think this example doesn't means fumble is negated, but my friends thinks this means.
2. Can I spending luck when fumble?
The ruldbook said "Criticals, fumbles, and frearm malfunctions always apply, and cannot be bought off with Luck points." So I wonder, for example, if I fumble in first aid, target lose 1 HP. Can I then spend luck to grants 1 HP, making his HP unchange?
3. I think that fumble shall not be worse than failing a pushed roll in same situation, is this reasonable?
Because I thinks what you try to do (pushing) should cause worse outcome than simply unfortunate (fumble), just like what commonly happen in common in Cthulhu Mythos. But some people think "fumble in first aid cause 1d3 damege, while failing a pushed roll cause 1 damage". Any suggestion about which shall be worse?
剧透 - : Usually, a fumble is a fumble and cannot be pushed - but it’s the Keeper’s decision. No you can’t push a fumbled First Aid, but another investigator could not try to make a First aid roll - this would count as a pushed roll.
You cannot spend Luck points to alter a fumbled roll.
The result of a fumble and a failed push roll are about the same - its the Keeper’s choice as to what happens, so if you want to make a fumble worse then that’s fine.
--- 引述: 爱德华 于 2018-08-20, 周一 17:42:33 ---代人发表
--- 引用 ---Hi Lengmoon
A garrotte is a chord used to strangle people - so, if the attacker makes a successful attack, they have the chord around the target’s neck. Thereafter, each round following, the target suffers 1D6 damage + damage bonus.
On the first round - the attacker makes an Fighting (Garrote) roll - the target chooses to fight back (Brawl or Fighting Maneuver) or to Dodge - the outcome determined like for any combat, except if the attacker wins, they are strangling the target with the garrotte.
Each round following, the target may try to escape on their DEX turn - they must make a Fighting Manoeuvre roll - (their Fighting (Brawl) roll versus the attacker’s Fighting (Garrote) in an opposed roll). If the target wins, they break free from being strangled. If the attacker wins, the target is held and continues to be strangled - suffering 1D6+DB damage that round. If the target does not break free, eventually the 1D6 damage per round will kill them.
Hope that helps
Line Editor, Call of Cthulhu
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剧透 - :
--- 引用 ---Hi
Temporary Insanity: lasts 1D10 hours (roll 1) - then determine if PC is alone or with other PCs:
Alone - Bout of Madness Summary - you narrate what happens to the PC (timescale is elastic - but probably the length of hours you rolled in roll 1.) See page 158. The bouts in Table VIII - says 1D10 hours - this can equate with roll 1 (i.e. no need to roll twice).
Not alone - Bout of Madness Real Time - roll 1D10 (roll 2) - roll 2 says how many (combat) rounds the bout lasts for - which will be less than the number of hours in roll 1 (a round is the length of time it takes to do one thing, e.g. a second or so, so 10 rounds is still less than 1 hour).
Hope that helps clarify.
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感谢 tangys 和 街猫口喵 的意见与建议。