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Re: [DL] Order initiative phases by useing Quickness die types
In a message dated 1/17/00 1:56:35 PM Pacific Standard Time,
CSCRATCHY1@aol.com writes:
<< i think it would have a few problems with first deadlands and hoe are
supposed to be simple games to play why make them more complicated when the
way it works now is o k >>
How is calling d12, d10, d8, d6, d4 (yeha, right how many have a d6, let
alone a d4 Quickness?) complicated how?
Any more complicated than rolling dice, drawing cards and calling Ace, King,
Queen, Jake, 10, 9, 8, 7, 6, 5, 4, 3 & 2?
Sure the system I am messing with has 4-die types, but the card system has
4-card types.
One can have a small note with player/character/quickness on it, placeing it
in order of Quickness, and call them off in order.
One reason-
I have 8-players and combat takes forever!
Another more serious reason-
One player cheats with his die rolls - he has 2d6 Quickness and never draws
less than 4-cards (4-7 cards really). This would be a quick fix for
initiative cheating, but not for the other cheating rolls. The problem is
that no one wants to tell him that he is cheating (he is a friend). The
players with 4d12 and 4d10 (heck anything more than 2d6) get cheated and
never get to "shine" as the 2d6 cheater acts twice as much and kills
everything. So I am exploring other ideas in a effort to "level the playing
field" without the out and out effort of making it obvious that I think he is
a cheater. We do try to watch his rolls, but the playing environment of a
living room makes it very easy to cheat. After all what is fair about one
player having twice as many turns as another - by cheating?
Besides this would be a very suitable, very just, very poetic justice like,
and a beautiful irony as his 2d6 is the lowest initiative in the group - he
will go last and only twice. He could still cheat in combat, but the other
players will have a fair crack at it.
It is for this second reason I seek another method of initiative.
Just a thought,
Rich Gray