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Overhaul how dice pools are implemented so it's less OP

Open luciensadi opened this issue 4 years ago • 1 comments

My understanding is that dice pools are supposed to exhaust as you use them, but in-game the dice pools don't do this as far as I'm aware. They should be reviewed and overhauled to fix this in combat.

luciensadi avatar Aug 15 '19 19:08 luciensadi

SR3 p43: Dice pools initially become available for use at full value as the first step of the first Combat Turn of any encounter. Characters can then draw from them, as appropriate for the type of pool, during the Combat Turn. Once dice are drawn from the pool, those dice are no longer available for use until the pool refreshes at the beginning of the next Combat Turn. More than one die can be used to augment a test, subject to the limitations of the dice pool. [...] At the start of each Combat Turn, all dice pools refresh to their original, full value. Thus, if a character has a Combat Pool with 8 dice, the pool always returns to 8 dice at the start of a Combat Turn. Unused pool dice do not carry over from one Combat Turn to the next.

SR3 p43-44: The maximum number of Combat Pool dice that a player can add to any offensive test is equal to his or her character's rating in the skill for which he is making the test. [...] A player may draw any number of dice from the Combat Pool for a defensive Dodge or Damage Resistance Test. [...] Defaulting (see Skill Defaulting, p. 84) puts specific limits on the number of Combat Pool dice a character can use.

luciensadi avatar Aug 15 '19 19:08 luciensadi