Quote Originally Posted by Caldera02 View Post
Here's the thing.....Shadows of the Warp sets the precedent here. Shadows causes a test on 3D6 with anything over 11 a fail but only perils on double 1's or 6's.

Runes states that anything over 12 is a Perils. So basically you just treat anything over a 12 as double 6's.

Also, it bothers me that you guys would want to make the best anti-psychic ability in the game even MORE broken with this line of reasoning. You can't have your cake and eat it too!
OH YES WE CAN OM NOM NOM NOM!!!!!

I can see the reasoning behind both arguments but I tend to play it with the over 12 it perils only. It's stupidly easy to go over 12 or at least fail the test with 3 dice. I think the only thing at issue here is that double 1's and 6's are suppose to always peril. So does runes of warding completely replace normal perils of the warp or augment it?