|
Imateria,
There is nothing categorizing re-rolls, you are seeing a pattern that simply does not exist.
Opening Poster,
It will always be determined by the body of the Rule in question and, in this case, those instructions grant permission to re-roll ANY result by not limiting us to just the 'failed' ones.
In my honest opinion, I would like to see the word 'failed' or 'success' removed from these Rules entirely. The amount of feared shenanigans that might occur from such a change are not only minor, but those could occur fall more under 'Tactical Decisions' instead of 'Exploits.' Due to the fact the players are going to want to get the maximum amount of damage possible, they are unlikely to ever use the ability to re-roll 'successful' results and thus said Rule only ever gets used on failed results anyway. For those abilities that force 'successful' re-rolls to occur, simply grant the opponents permission to choose the dice to be re-rolled and they will ensure it is used on every 'success,' every time, to limit the amount of damage they take.
Though adding a "Natural 1/6 Rule" would have worked better for the 'Get Hots' situation!
Only Game Workshop would, through a Frequently Asked Question answer, try to define 'Natural 1' so poorly that it breaks other situations
Then keep the poor-definition version of the concept, and the oddities it causes, instead of using a very common gaming term....
|