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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sat Oct 11, 2008 3:16 pm Post subject: |
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There's absolutely no reason why the GM can't do that, Shnar. I really don't see how that contradicts any of the rules.
Pretty much every GM I've had, and myself when I'm a GM, does something like this on extreme successes. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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shnar Ensign
Joined: 10 Oct 2008 Posts: 45 Location: Elk Ridge, UT
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Posted: Sat Oct 11, 2008 3:42 pm Post subject: |
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I'm not saying a GM can't do it, and I like the idea, it helps a lot with the lameness of the Wild Die. But such an idea is unfortunately not to be found in the rules. It's a good House Rule, but a house rule none the less.
-shnar |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sat Oct 11, 2008 4:00 pm Post subject: |
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House rule... or an interpretation of a rule that was left open by the authors simply not making an explicit ruling that it does or does not affect what happens with the success... either way, I don't see the problem you have with doing it if it'd improve your enjoyment of the game.
That's one of the nice things about game systems that aren't set up like, say, Wizards of the Coasts games where every rule has to be explicitly written in black and white so that there is no ambiguity on how to rule in a given situation... you have choice. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Thu Dec 25, 2008 5:10 pm Post subject: |
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I used to think the same way about the 1 in 6 complication, this got much better when we started rolling (behind the gm screen) for wild die 1 results. 1 is a complication, 2-4 is minus highest, 5-6 is count normally, that is a 1 in 36 chance of a complication and 1 in 12 lose the highest |
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masque Captain
Joined: 16 Mar 2006 Posts: 626 Location: Houston, TX
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Posted: Thu Dec 25, 2008 5:43 pm Post subject: |
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Deleted since I misread the post I was replying to. _________________ Hokey religions and ancient weapons are no match for a good blaster at your side, kid. |
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DarthMortis Lieutenant Commander
Joined: 23 Sep 2008 Posts: 124 Location: Moorhead
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Posted: Fri Dec 26, 2008 8:03 am Post subject: |
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Ankhanu wrote: | House rule... or an interpretation of a rule that was left open by the authors simply not making an explicit ruling that it does or does not affect what happens with the success... either way, I don't see the problem you have with doing it if it'd improve your enjoyment of the game.
That's one of the nice things about game systems that aren't set up like, say, Wizards of the Coasts games where every rule has to be explicitly written in black and white so that there is no ambiguity on how to rule in a given situation... you have choice. |
Lol. Just....wow. There is ALWAYS ambiguity in a system, if you don't like a rule, you can change it. Me and my group play : D&D, D6 Star Wars, D20 Star Wars, World of Darkness and a few of the expansions (Vampire, Werewolf, Mage) and we change rules in almost all of them to fit our play style. Just because the rules don't leave open ends in them, doesn't mean that there isn't room for change, to make the system what you want.
But, more on topic. I like the Wild die, me and my group do that if you a roll a 1, and then roll another 1 it's a mishap, and then if you roll ANOTHER 1 it's a disaster. I've had plenty of times rolling like 6 6's in a row on a wild die, depending on what you're doing, say...shooting a Stormtrooper with an archaic gun "The bullet has enough force to penetrate the helmet of the stormtrooper, but it doesn't have enough force to leave the helmet." basically meaning : The bullet keeps bouncing around inside the helmet,, turning the stormtroopers head into swiss cheese _________________ "I believe the Jedi are weak so they give up their emotions. I believe the Sith are weak so they give up to their emotions. I lay somewhere in the middle, not afraid to keep my emotions, but afraid to lose myself in them." - Daroth Mortanis |
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masque Captain
Joined: 16 Mar 2006 Posts: 626 Location: Houston, TX
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Posted: Fri Dec 26, 2008 10:15 am Post subject: |
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DarthMortis wrote: | "The bullet has enough force to penetrate the helmet of the stormtrooper, but it doesn't have enough force to leave the helmet." basically meaning : The bullet keeps bouncing around inside the helmet,, turning the stormtroopers head into swiss cheese[/color] |
That's why a .22 is a good zombie killing round, if you're accurate enough to penetrate the skull in the first place. It tends to bounce around in a skull the same way. _________________ Hokey religions and ancient weapons are no match for a good blaster at your side, kid. |
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DarthMortis Lieutenant Commander
Joined: 23 Sep 2008 Posts: 124 Location: Moorhead
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Posted: Fri Dec 26, 2008 7:51 pm Post subject: |
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masque wrote: | DarthMortis wrote: | "The bullet has enough force to penetrate the helmet of the stormtrooper, but it doesn't have enough force to leave the helmet." basically meaning : The bullet keeps bouncing around inside the helmet,, turning the stormtroopers head into swiss cheese[/color] |
That's why a .22 is a good zombie killing round, if you're accurate enough to penetrate the skull in the first place. It tends to bounce around in a skull the same way. |
That's exactly where I got it from, actually. _________________ "I believe the Jedi are weak so they give up their emotions. I believe the Sith are weak so they give up to their emotions. I lay somewhere in the middle, not afraid to keep my emotions, but afraid to lose myself in them." - Daroth Mortanis |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Fri Dec 26, 2008 11:15 pm Post subject: |
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DarthMortis wrote: | [color=darkred]Lol. Just....wow. There is ALWAYS ambiguity in a system, if you don't like a rule, you can change it. Me and my group play : D&D, D6 Star Wars, D20 Star Wars, World of Darkness and a few of the expansions (Vampire, Werewolf, Mage) and we change rules in almost all of them to fit our play style. Just because the rules don't leave open ends in them, doesn't mean that there isn't room for change, to make the system what you want. |
Ya kind of missed my point... in fact, my point was pretty much what you said (unless I'm misinterpreting your comment and you were simply reiterating what I was saying in a slightly different manner) _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Sat Dec 27, 2008 1:28 am Post subject: |
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Ankhanu wrote: | That's one of the nice things about game systems that aren't set up like, say, Wizards of the Coasts games where every rule has to be explicitly written in black and white so that there is no ambiguity on how to rule in a given situation... you have choice. |
I think he was defending WoTC, that even though they have explicit rulings, they can change them however they like, not arguing your love of the D6. |
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DarthMortis Lieutenant Commander
Joined: 23 Sep 2008 Posts: 124 Location: Moorhead
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Posted: Sat Dec 27, 2008 7:10 am Post subject: |
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Delkarnu wrote: | Ankhanu wrote: | That's one of the nice things about game systems that aren't set up like, say, Wizards of the Coasts games where every rule has to be explicitly written in black and white so that there is no ambiguity on how to rule in a given situation... you have choice. |
I think he was defending WoTC, that even though they have explicit rulings, they can change them however they like, not arguing your love of the D6. |
Yes, I was defending the system. I enjoy it the way it is, and I think that it's a good thing that D6 and D20 are different styles, if you want something with a lot of loose ends, you play one. If you want one where, maybe, you just don't feel like having to make judgement calls every 30 seconds then you can play a WoTC game.
Now, I'm not saying I don't love D6, for I do. But I'm saying that I also love D20 _________________ "I believe the Jedi are weak so they give up their emotions. I believe the Sith are weak so they give up to their emotions. I lay somewhere in the middle, not afraid to keep my emotions, but afraid to lose myself in them." - Daroth Mortanis |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Wed Jan 07, 2009 10:16 pm Post subject: |
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My 2 cents - I hate the wild die, and so do my players. Having a dramatic failure 1 out of every 6 actions is much too chaotic. I don't like to turn the players into Shleprock, plagued by bad luck at every turn. By the same token, that a magnificent success should be had one out of every 6 actions is also quite improbable. I think that stuff ruins the suspension of disbelief when telling the story. _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Wed Jan 07, 2009 10:51 pm Post subject: |
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Yak Face wrote: | Having a dramatic failure 1 out of every 6 actions is much too chaotic. I don't like to turn the players into Shleprock, plagued by bad luck at every turn. By the same token, that a magnificent success should be had one out of every 6 actions is also quite improbable. |
I used to hate the wild die when every 1 was a dramatic failure. It became a lot better and realistic after the following changes.
1. If you use the roll for what happens on a wild die 1 that i posted above, makes it 1 in 36, a lot more realistic than 1 in 6.
2. It gets better when you think complication instead of dramatic failure. You still succeed, but there are unforeseen circumstances, like:
making the shot, but it discharges too much blaster gas, you make the hit, get 2D extra damage, but you have to reload next round.
You find the right control to open the door, but trigger the blast door to close instead like Han did in RotJ.
The grenade explodes, but there was a gas line behind the wall or the grenade lands but with too long a fuse and the enemy has a chance to kick it away.
Your ship dodges a torpedo, but turns directly towards a tie fighter. You have to roll a quick maneuver to avoid the collision or take collision damage (which could leave your ship intact and one less tie fighter to deal with, a benefit from a complication)
IRL, i don't dramatically fail at driving to work 1 out of 36 times, but often enough, some idiot cuts me off and i need a quick reaction, i hit a patch of black ice at night, the light changes suddenly and i have to brake hard or risk running a red light, or the lights are against me and I risk running late unless i push my speed up and risk being pulled over |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 08, 2009 6:32 pm Post subject: |
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That is very true. In the sparks campaign, when people roll a 1, they tell the gm both numbers, with the wild and their highest counted, and without it.. Most often they take the lower. Only when it looks like it might be dramatic do we put in a complication. _________________ Confucious sayeth, don't wash cat while drunk! |
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