From: | Bull <chaos@*****.COM> |
---|---|
Subject: | The Wild Die and Ammo (Was Re: the uac dilemma) |
Date: | Mon, 21 Jul 1997 18:04:05 -0400 |
>Bull wrote:
>> Also, I don;t keep track of ammo, and don;t make my players do that either,
>> except in extreme situations... Thus going for the John Woo Automatic
>> Reloads in less than a second...;]
>
>Hmmm...I think that running out of ammo makes it waaaayy more fun. :)
>
Yeah, but... I'm lazy, and so are my players...
If you've ever played the Star Wars RPG, there is a concept in that game
called the WIld Die. basically, it's an off color die that you roll for
pretty much every dice test, even if you only need to roll one die, you
roll that one.
The effects are varied in SW, depending on the GM, but basically rolling a
1 is BAD, and rolling 6 is GOOD. Since SW doesn't use an open ended d6, I
always used a 6 on the wild die as an open ended 6, while on a one,
something really bad happened. This varied depending on what I wanted to
make happen, but most often it meant that they ran out of ammo (Those power
cells on blasters are SO darned unpredictable...;] ).
Now, I've been thinking of instituting something similar for SR, though I'm
not sure exactly what a 6 result could be since there already are open
ended sixes... Howeverm a 1 could definately mean something like out of
ammo, or a gun jam...;]
>Caric-the-*click*-frag!!!-shaman
>
Heh... i like it...;]
Bull
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