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Righteous Fury for psy powers & force weapons


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#1 Quileurbist

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Posted 05 October 2010 - 10:50 PM

Yesterday, my Librarian asked me if it was possible to trigger Righteous Fury for his Smite power. And I did not know what to answer...

I was also wandering if a 10 on any of the dice for the force weapon special killing blow, could trigger a Righteous Fury too.

Thinking about it, I would say yes for Smite, and no for Force weapons' special killing blow ?



#2 Cifer

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Posted 05 October 2010 - 11:06 PM

 You seem to be right about that. However, think about whether you want to houserule it - a Smite with a power rating of 10 (reachable at career rank 5 by pushing) rolls 10 dice for damage. The chance for not getting a Fury on those is only 1/3.

As long as you keep Deathwatch's Fury system (add the whole weapon damage again) rather than that of DH (add 1D10 damage), I would advise keeping Fury out of psychic powers.



#3 Bcsordas

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Posted 06 October 2010 - 04:47 AM

I told the players: No way. :)

Psy is already over the top with the push rules, if the possibility of 90 dmg and one shoot anyone not enough for them then go roll other char..

In the book it is not clearly stated, but RF need a ws or bs skill check, this means for me psy powers canot be boosted with RF.



#4 ak-73

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Posted 06 October 2010 - 06:59 AM

Bcsordas said:

I told the players: No way. :)

Psy is already over the top with the push rules, if the possibility of 90 dmg and one shoot anyone not enough for them then go roll other char..

In the book it is not clearly stated, but RF need a ws or bs skill check, this means for me psy powers canot be boosted with RF.

 

I disagree. But I do only because I don't use the DW RF rules. Instead I will allow every 10 rolled to get rolled again for additional damage. So sth inbetween DW and DH.

 

So for me it's RF all the way. (I might change my mind though given what damage psykers can do with smite and all).

 

Alex

 


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#5 Quileurbist

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Posted 06 October 2010 - 07:59 AM

In fact, Smite (and most other psy powers) do not require to roll [PR]D10, but 1D10 x PR, which is really different!

It is much less reliable, can be much more extreme and powerful, and globally much more dispersed statistically.

The force weapon killing blow actually requires to roll [success degrees]D10 though.



#6 ak-73

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Posted 06 October 2010 - 08:37 AM

Quileurbist said:

In fact, Smite (and most other psy powers) do not require to roll [PR]D10, but 1D10 x PR, which is really different!

It is much less reliable, can be much more extreme and powerful, and globally much more dispersed statistically.

The force weapon killing blow actually requires to roll [success degrees]D10 though.

 

According to Ross Watson this should be [PR]D10 though if I remember a recent post here correctly.

 

Alex

 


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#7 Cuagau

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Posted 06 October 2010 - 12:33 PM

ak-73 said:

Quileurbist said:

 

In fact, Smite (and most other psy powers) do not require to roll [PR]D10, but 1D10 x PR, which is really different!

It is much less reliable, can be much more extreme and powerful, and globally much more dispersed statistically.

The force weapon killing blow actually requires to roll [success degrees]D10 though.

 

 

 

According to Ross Watson this should be [PR]D10 though if I remember a recent post here correctly.

 

Alex

 

That would be this, I believe

bmaynard said:


Howdy!

Asked the folks that wrote the game a few questions about psychic powers and got the following responses from Ross Watson. Hope these help a bit as I saw some mentioned on page 1 and 2 of this thread.

 

Q.) Is Willpower bonus or a flat +3 added to Psy Rating when using a power with push? (The Push description says + 3 but the example mentions WP Bonus. p.185)

A.) The rule is +3 to Psy Rating (the example is in error).

 

Q.) There is no mention of Focus Power test difficulties in the rules for it, but in the examples on page 185 and 186 it mentions +10 for Push and +0 for Unfettered. Does Fettered require a test at -10, or do they all use +0 and the examples are erroneous?

A.) All focus power test difficulties (unless stated otherwise) are Challenging (+0). The examples are in error.

 

Q.) Does Righteous Fury work with Psychic Powers? In the righteous fury rules on 245, it seems to indicate that it only happens due to weapon damage. However some powers (Avenger and Smite mainly) function like ranged weapons. Does Righteous Fury work with all Psychic powers, none, or only
ones like the 2 I mentioned here?

A.) Psychic Powers can score Righteous Fury (assuming that they are being used by a PC or an NPC with the Touched by the Fates Trait).

 

Q.) Just for verification - Where the damage is listed as 1d10xPR, is that 3d10 for a PsyRating 3 character, or 1d10x3?

A.) 3d10.

 

My GM and I have talked about Righteous Fury a few times and we agreed that we're going to go back to the DH method of just rolling an extra d10 for damage as opposed to the damage of the weapon again. Best argument for the single d10 I could come up with was a starting Rune Priest pushing with Living Lightning. 6d10 damage with a possible further 6d10 damage for each 10 rolled on the damage dice. I mean, it would explain why the Inquisition leaves Fenris alone, but seems a bit excessive...



#8 N0-1_H3r3

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Posted 06 October 2010 - 01:14 PM

ak-73 said:

I disagree. But I do only because I don't use the DW RF rules. Instead I will allow every 10 rolled to get rolled again for additional damage. So sth inbetween DW and DH.

I just went in a completely different direction, changing Righteous Fury in my Rogue Trader and Deathwatch campaigns to match the way it works against vehicles in Into the Storm (Righteous Fury equals 1d5 roll on the Critical Hit chart instead of extra damage), and it's been working really well so far.


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#9 Bilateralrope

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Posted 06 October 2010 - 05:11 PM

N0-1_H3r3 said:

ak-73 said:

I disagree. But I do only because I don't use the DW RF rules. Instead I will allow every 10 rolled to get rolled again for additional damage. So sth inbetween DW and DH.

 

I just went in a completely different direction, changing Righteous Fury in my Rogue Trader and Deathwatch campaigns to match the way it works against vehicles in Into the Storm (Righteous Fury equals 1d5 roll on the Critical Hit chart instead of extra damage), and it's been working really well so far.

What happens when someone gets RF on a creature with Strange Physiology ?



#10 N0-1_H3r3

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Posted 06 October 2010 - 06:21 PM

Bilateralrope said:

What happens when someone gets RF on a creature with Strange Physiology ?

The situation hasn't come up, so I've not had to make a ruling as of yet; I'll ponder the matter further.


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#11 ak-73

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Posted 07 October 2010 - 12:18 AM

N0-1_H3r3 said:

ak-73 said:

I disagree. But I do only because I don't use the DW RF rules. Instead I will allow every 10 rolled to get rolled again for additional damage. So sth inbetween DW and DH.

 

I just went in a completely different direction, changing Righteous Fury in my Rogue Trader and Deathwatch campaigns to match the way it works against vehicles in Into the Storm (Righteous Fury equals 1d5 roll on the Critical Hit chart instead of extra damage), and it's been working really well so far.

 

True Grit?

 

Alex


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#12 N0-1_H3r3

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Posted 08 October 2010 - 07:49 AM

ak-73 said:

True Grit?

Given the presence of the Reinforced Hull ability in the vehicle rules (halves Critical Hits suffered, except those generated by Righteous Fury), I think I've got a decent precedent to treat True Grit the same way. Fortunately, however, my players are not adverse to me tweaking houserules from session to session as I fine-tune things.

To the matter of Strange Physiology, I'm just making them immune to Critical Hits of all kinds, and stating that they only die when at 0 wounds. It's the simplest and most effective interpretation in this context.

Interaction with talents and traits is a little fiddly at this early stage, certainly, but I think the overall benefits (more interesting protracted fights, as minor hindering criticals potentially occur sooner, and less extreme amounts of damage) are worth the initial annoyance of peripheral complications.


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