View previous topic :: View next topic |
Author |
Message |
Xynar Commander


Joined: 10 Aug 2003 Posts: 291 Location: Northwest Indiana
|
Posted: Thu Nov 02, 2006 4:50 pm Post subject: |
|
|
I usually allow my players to pick if they get a complication or if they just remove the one and the highest die. This way, they can choose their destiny. _________________ Xynar
The Great Adventurer |
|
Back to top |
|
 |
Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
|
Posted: Thu Nov 02, 2006 5:09 pm Post subject: Re: damage and the wild die |
|
|
garhkal wrote: | ...OR had it where the shot was the last of the power pack... |
Although I find that to be wonderfully evil, my players would complain till they're blue in the mouth about it, with good reason. Blasters are supposed to have a warning system that bleps or vibrates when you're down to your last shots.... Of course, you could say that the system somehow malfunctioned... Oh, heck! I'm using it.  _________________ "He's Gry Sarth, of course he has the stats for them." |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Fri Nov 03, 2006 7:49 am Post subject: |
|
|
cheshire wrote: | THAT IS EVIL!
I'm going to have to do that to my players too! |
So far, using that rule, i have had 4 Merr son stun grenades go boom, and 1 TD (though the group was well out of the range of its explosion)... unfortunatly the informant they were trying to save was not!
Quote: | Blasters are supposed to have a warning system that bleps or vibrates when you're down to your last shots |
Where you getting that from?> _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
|
Posted: Fri Nov 03, 2006 7:59 am Post subject: |
|
|
I *think* that may be in the Sourcebook. I do recall coming across that.
Come to think of it, we do complicate on damage... we've also done the last shot in the blaster pack thing, and the like... another thing that could happen are blaster jams after the shot or blaster pack overloads. I think once we even had a blast right through someone hitting what was behind them too. |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Nov 04, 2006 12:47 am Post subject: |
|
|
I have done the jamming thing too, though more on grenade/missile launchers rather than blasters. The nastiest i had, was a missile launcher jam up, and the guy still deciding to fire it .. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
|
Posted: Sun Nov 05, 2006 12:12 pm Post subject: |
|
|
I know this is rehashing some of the previous conversation, and I apologize.
In our game we use the wild die on all rolls except for damage resistance. I don't see why you or your armor needs a wild die after getting hit with a blaster bolt. We do use it on damage, and, as has been stated before, a hit with no damage is basically a graze- or perhaps an underpowered bolt (strange things do happen....)
Just my 2 cents. _________________ Blasted rules. Why can't they just be perfect? |
|
Back to top |
|
 |
Kayle Skolaris Lieutenant Commander

Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
|
Posted: Mon Nov 06, 2006 1:58 am Post subject: |
|
|
I and my armor need Wild Dice because you and your damage rolls have Wild Dice. I believe this falls under the heading of 'what's good for the goose is good for the gander'. |
|
Back to top |
|
 |
Liam (Gunman) Kissane Sub-Lieutenant


Joined: 03 Jan 2006 Posts: 73 Location: Adelaide, South Australia
|
Posted: Mon Nov 20, 2006 6:24 am Post subject: |
|
|
Coming in late - but better than never....
The only roll I use without the wild is initiative.
I have my players re-roll their wild 1s. It gives them the added suspense of another die roll.
1-2 Add up dice normally.
3-4 Complication.
5-6 Subtract wild and highest dice.
To keep it consistant I have the chart on my GM screen.
The most "creative" complication I've used is I had a character's blaster short out after going for a swim in a lake to avoid Stormtroopers. He didn't check it afterwards, even though a lot of their other electronic stuff got fried. The next time he fronted up to a Stormtrooper at point-blank range and pulled the trigger ... things got interesting ...  |
|
Back to top |
|
 |
jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
|
Posted: Mon Nov 20, 2006 8:15 pm Post subject: |
|
|
Talk about taking my time to reply....
Quote: | I and my armor need Wild Dice because you and your damage rolls have Wild Dice. I believe this falls under the heading of 'what's good for the goose is good for the gander'. |
But I'd rather have no chance for catastrophic failure. Armor in our group tops out at 2d; a 1 on the wild die means no armor which is very, very bad.
True, you will, 1 out of 6 times, get a good result from the wild die- but 1 out of 6 times it hurts, too. So when taking damage we decrease the risk (and, at the same time, decrease the potential gain as well). _________________ Blasted rules. Why can't they just be perfect? |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Nov 21, 2006 2:59 am Post subject: |
|
|
Do you use a wild for the str and an additional one for the armor? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
|
Posted: Tue Nov 21, 2006 9:02 am Post subject: |
|
|
There's only ever a single wild die (imo). |
|
Back to top |
|
 |
jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
|
Posted: Wed Nov 22, 2006 12:02 am Post subject: |
|
|
Roll armor and Strength together, 1 die. _________________ Blasted rules. Why can't they just be perfect? |
|
Back to top |
|
 |
Xynar Commander


Joined: 10 Aug 2003 Posts: 291 Location: Northwest Indiana
|
Posted: Wed Nov 22, 2006 11:47 am Post subject: |
|
|
Don't forget the Jury Rig dice!  _________________ Xynar
The Great Adventurer |
|
Back to top |
|
 |
Aardon24689 Sub-Lieutenant


Joined: 26 Nov 2006 Posts: 64 Location: Indiana
|
Posted: Tue Nov 28, 2006 4:23 pm Post subject: |
|
|
Liam (Gunman) Kissane wrote: | Coming in late - but better than never....
The only roll I use without the wild is initiative.
I have my players re-roll their wild 1s. It gives them the added suspense of another die roll.
1-2 Add up dice normally.
3-4 Complication.
5-6 Subtract wild and highest dice.
To keep it consistant I have the chart on my GM screen.
The most "creative" complication I've used is I had a character's blaster short out after going for a swim in a lake to avoid Stormtroopers. He didn't check it afterwards, even though a lot of their other electronic stuff got fried. The next time he fronted up to a Stormtrooper at point-blank range and pulled the trigger ... things got interesting ...  |
I'm thinking about doing something similar to this in my upcoming campaign. I'll probably reverse the number so lower is worse though. Also I'm thinking that if they roll a second 1 that is when their power cell runs out. Should happen about 1 in 36 rolls which seems about right for most blaster packs. _________________ "You can't take the sky from me..." Wait wrong forum. |
|
Back to top |
|
 |
Liam (Gunman) Kissane Sub-Lieutenant


Joined: 03 Jan 2006 Posts: 73 Location: Adelaide, South Australia
|
Posted: Wed Nov 29, 2006 7:00 am Post subject: |
|
|
Hey Aardon - nice sig.  |
|
Back to top |
|
 |
|