hithero wrote:
Page 65 Might, 5th paragraph.
Which says...
Each point of Might that is expended can be used to adjust a single dice score up or down by one to a maximum of 6.....Rolls for charge distances and on tables (such as the Extremely Hard to Kill! table) have no upper limit - Might can be used to modify these rolls beyond 6...
Where in there does it say when you add might? It states what I have stated several times. If it is NOT a table, example of not using a table would be when rolling the number of hits from a successful artillery shot, the maximum that might can adjust the roll to is 6. If it IS a table, such as Very Hard to Kill! you can adjust the die as much as you want.
So I have a hero with a bolt thrower. The bolt thrower gets a 6 for Lucky Strike and I roll D6+4 hits on my enemy. The maximum I can modify the roll with might is to a 6, as this is not a table. If this is modified to a 6, then that would mean I got 10 hits. This makes sense and seems very logical. This gives us the order of operations as Dice is rolled, Might is added, Modifiers are added.
Using this same order of operations. Let's say my opponent was rolling to hit my troll and needed 6's. He gets two 6's allowing a single roll on the Hard to Kill Table! but I decide to use my fate, Curse of Morgoth, on one of those 6's making it a 5. Since the order is Dice rolled, Might added, Modifiers added, he would be unable to use Might to bump that up to a 6 and still get a roll to try and kill my troll.
The alternative, which doesn't make as much sense would be to change the order of operations to Dice rolled, Modifiers added, Might added. This would mean that if I rolled at least a 2 on my artillery hits from before, that I wouldn't be able to add might to increase the amount of hits because I have already hit the maximum of 6 (2+4).
This would also mean that my opponent would then be able to add Might to his roll to hit my troll even after I used the Curse of Morgoth on it. This, to me, definitely does not seem to be the correct method.
So if the first method is right, Dice -> Might - > Modifiers. It is my belief that due to the wording "a player can always ensure the result he wants if he has enough Might points" that modifying a charge roll of 1 to a 2 using a point of might would negate the stalled charge. Similarly, increasing a cast from a roll of 5 to a roll of 6 would give you the heightened effect of the cast.[/i]