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That’s why current edition spacemarines have a ‘know no fear’ special skill across the entire faction …
It’s why D6 rolls are such a bad choice for statistics, because there is so little wiggle room :
- 1/6 : roll a 6 on a D6
- 2/6 = 1/3 : roll 5+ on a D6
- 3/6 = 50/50 : roll a 4+ on a D6
- 4/6 = 2/3 : roll 3+ on a D6
- 5/6 : roll 2+ on a D6
That’s it … (technically you have 6/6 as well)
The only extra wiggle room you get is by rolling a second die, which is probably why to hit and to wound are separate rolls in D6 systems …
After that you need modifiers to split across both rolls (modify either chance to hit or to wound) … and you need to be real careful as you go from ‘easy’ to ‘impossible’ with a mere +/-3 max modifier.
The only positive about D6’s is that they’re easier to buy, easy to roll (a failed roll is easier to judge) and produce (no complex moulds)