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What roll is required to pass a CMT

Posted: Sun Jan 08, 2012 8:14 pm
by timmy1
Now I know that sounds like a daft question but I was trying to explain the rules to someone. I was describing how CMT added something special and then I explained how to pass a CMT requires 8 or better on 2D6. As they were holding the rules they said no it is not '8 or better' it is '8'. I told them that they must be mistaken but they were not. Page 57. 'Score to pass 8'. I went a looked at the CT on Page 148 and it states '7 or more'.

Now I have always played it as CMT pass on 8+, as that is what I understood but RAW make it clear that ain't so. Needing EXACTLY 8 makes a CMT a much more difficult proposition.

I have checked the Errata v1.07 and it is not amended there.

Posted: Sun Jan 08, 2012 9:16 pm
by nikgaukroger
It is, of course, 8 or more - although it does say score to pass 8. Nothing in the errata as it has never been an issue.

Posted: Sun Jan 08, 2012 10:46 pm
by deadtorius
perhaps your friend was looking at little too close to the rules and not the intent that was meant.

Posted: Mon Jan 09, 2012 5:28 am
by timmy1
Nik

Thanks. I will confirm that to the person who asked.

Dan

I don't think my friend was looking too closely at the rules. As he has never played DBx/FoG in any form and wanted to use them for demonstration games of historical battle, he wanted to ensure that he had a complete understanding of them beforehand - none of the others on the team have played FoG either. If someone experienced with the rules had not been available to him to ask, he would have had no immediate way of determining the intent. It would just have seemed that it was a game where anything requiring a CMT was best avoided and the rule being worded slightly weirdly. Some of the other concepts are sufficiently complex such as Divisional Move Wheels that it might just have seemed something else that was not immediately obvious why.