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Re: [DL] Order initiative phases by useing Quickness die
- To: deadlands@gamerz.net
- Subject: Re: [DL] Order initiative phases by useing Quickness die
- From: "Vandemeulebrouck, Vincent" <Vincent.Vandemeulebrouck@disney.com>
- Date: 18 Jan 2000 03:04:27 -0800
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> Example - 4d12, 4d10, 4d8, 4d6, 4d4, 3d12, 3d10, 3d8, 3d6, 3d4,
> 2d12, 2d10, 2d8, 2d6, 2d4, 1d12, 1d10, 1d8, 1d6 & 1d4
The fact to give a number of action equal to the number of dice is wrong. If you
have 1d12 in quickness, you will get one action when someone with 4d4 will get 4
actions.
> Everyone get one "Joker-Chip" per adventure (free turn - counts
> for the 10-chip limit).
This could be an idea of chip to put in the fate pot.
> 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).
Then, buy some kind of dice rolling track that every body uses. Attack him a lot
more than the other characters, he will use his actions to dodge. Kill the
character after some time. When he will create another one, try to make him
create a character with 4d12 in quickness.
Do not create rules for him only.
Make sure he knows he does not have to add the dice together. Or he does not
roll the 2d6, and draws a number of cards equal to the best dice roll. As an
example, second time he gets more than 3 cards, ask him how he does his
quickness rolls. If he is not too dumb, he will understand, in the end, that he
has been noticed.
Vincent Vandemeulebrouck
The French tinhorn with a Great name
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