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damage and the wild die
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Xynar
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PostPosted: Thu Nov 02, 2006 4:50 pm    Post subject: Reply with quote

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.
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Xynar
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Gry Sarth
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PostPosted: Thu Nov 02, 2006 5:09 pm    Post subject: Re: damage and the wild die Reply with quote

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. Twisted Evil
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garhkal
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PostPosted: Fri Nov 03, 2006 7:49 am    Post subject: Reply with quote

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?>
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Ankhanu
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PostPosted: Fri Nov 03, 2006 7:59 am    Post subject: Reply with quote

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.
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garhkal
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PostPosted: Sat Nov 04, 2006 12:47 am    Post subject: Reply with quote

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 ..
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jmanski
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PostPosted: Sun Nov 05, 2006 12:12 pm    Post subject: Reply with quote

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.
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Kayle Skolaris
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PostPosted: Mon Nov 06, 2006 1:58 am    Post subject: Reply with 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'.
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Liam (Gunman) Kissane
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PostPosted: Mon Nov 20, 2006 6:24 am    Post subject: Reply with quote

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 ... Twisted Evil
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jmanski
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PostPosted: Mon Nov 20, 2006 8:15 pm    Post subject: Reply with quote

Talk about taking my time to reply.... Shocked

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).
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garhkal
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PostPosted: Tue Nov 21, 2006 2:59 am    Post subject: Reply with quote

Do you use a wild for the str and an additional one for the armor?
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Ankhanu
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PostPosted: Tue Nov 21, 2006 9:02 am    Post subject: Reply with quote

There's only ever a single wild die (imo).
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jmanski
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PostPosted: Wed Nov 22, 2006 12:02 am    Post subject: Reply with quote

Roll armor and Strength together, 1 die.
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Xynar
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PostPosted: Wed Nov 22, 2006 11:47 am    Post subject: Reply with quote

Don't forget the Jury Rig dice! Laughing
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Aardon24689
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PostPosted: Tue Nov 28, 2006 4:23 pm    Post subject: Reply with quote

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 ... Twisted Evil


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.
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Liam (Gunman) Kissane
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PostPosted: Wed Nov 29, 2006 7:00 am    Post subject: Reply with quote

Hey Aardon - nice sig. Very Happy
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