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(...) Hmm. I kinda think if the SP's come out of your team's rations, people will be less likely to go scattering cool objects across the board. Plus, people would know in advance what *their* items did and would be less/more likely to pick them up (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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Quoting David Eaton <deaton@intdata.com>: (...) I agree. It's not my troops fault he picked up something that cursed him forever and made some sp effectively ususable until his untimely death. He could have just as easily have picked up a goat. I (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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"Jennifer L. Boger" <jenn@peeron.com> wrote in message news:1049991336.3e95...ron.com... (...) 250 (...) of (...) He (...) items (...) Okay, so they're independent of your team's SP...BUT we must have a limit on these things, since we don't want (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) Well, I'm a total newbie when it comes to comprehending the technical details like CP here. And maybe this idea has already been brought up. Correct me if I am wrong, but the problem is that we want magic items that get tied to the unit that (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) Works for me-- I had been thinking we could just have a CP pool for magic items, but this works just as effecitvely. Each team makes 5 to 10 magic items, none of which can exceed 20 CP? Sounds ok to me... Maybe we can play around with magic (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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"David Eaton" <deaton@intdata.com> wrote in message news:HD54G3.t0F@lugnet.com... (...) on (...) play (...) more (...) has (...) the (...) actually (...) knowing (...) chests (...) Yes, but it also applies if your team created two different kinds (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) I like the idea that all effect are still possible. Adds sort of a Schrodinger's-cat effect to the trooper who picks up an item. The only thing is, doesn't that mess up the point spread? You can't construct items if you're assigning random (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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"Wayne McCaul" <wmccaul@NOSPAMattbi.com> wrote in message news:HD584w.16sn@lugnet.com... (...) idea (...) I'd (...) thing (...) and (...) roll (...) I think you're not seeing it right. Basically, each team comes up with 10 magical items. The actual (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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Alright you people have way to much free time at work so I'll post something quick before I get to far behind. Summary: -Each team has ten magic items (number them one through ten) -30 suitcases (small container) are placed on the field randomly (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) Why not set it up with two potential effects for every item, one negative and one positive? When you pick up the item, a roll of 1-2 on 1d6 means the item is the bad version, otherwise it's the good one. That means no one will have an (...) (22 years ago, 10-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) Yup, that works. Thanks. Although I do like Mike's idea of each item having a possible negative as well. -W Thanks -W (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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(...) Yeah, I'd kinda like to go this way more or less-- IE it's possible that 3 people bring gems (say) that all do negative things. Hence, people know "uh-oh, gems suck!" Originally I had a whacked out, but intensely random concept whereby: You (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) On the other hand, if the most magical tower in existence has just been cracked open by a massive earthquake, it just may be possible that enough magical energy has been released that any time a soldier dies, his dropped items automatically (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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"Mike Rayhawk" <rayhawk@artcenter.edu> wrote in message news:HD6Bw4.os3@lugnet.com... (...) Yeah, then you could create a bunch of peons that you then sacrifice so you can arm your better troops with magical items. Talk about chaos on the (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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"Mike Rayhawk" <rayhawk@artcenter.edu> wrote in message news:HD5I9L.237I@lugnet.com... (...) to (...) items (...) distribution (...) the (...) the (...) themselves, (...) I do like this idea. Although this does not get around the multiple (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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| | Re: When the world was young...
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(...) All right. At the end of the day, we're going to need to lay out some step-by-step instructions as to what each team has to provide with respect to the random magic items. I think we've all got a handle on how the teams' starting magical (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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"Shaun Sullivan" <shaun_sullivan@irco.com> wrote in message news:HD6MFz.1MK8@lugnet.com... (...) random (...) magical (...) Correct and correct. (What's your problem? There's only about a 100 messages in this thread.) (...) is it (...) Each Team. (...) (22 years ago, 11-Apr-03, to lugnet.org.us.nelug)
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