Subject:
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Re: When the world was young...
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Newsgroups:
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lugnet.org.us.nelug
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Date:
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Fri, 11 Apr 2003 00:19:03 GMT
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Viewed:
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2269 times
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In lugnet.org.us.nelug, Joe Comeau writes:
> I think you're not seeing it right. Basically, each team comes up with 10
> magical items. The actual items can be just about anything, swords,
> goblets, coins, anything. Each team can decide what kind of effect it will
> produce, such as increased speed by 4", halving your armor value or perhaps
> some sort of energy ball spell that can affect an area. The teams do this
> independently of one another and bring to the game their list of
> items/enchantments. Come game day, we see what items people have chosen to
> enchant. Any items that are the same, will have the Team Name listed as a
> placeholder on the Ker-Magic-Don't-Let-Me-Down table for that item and
> assigned a number(s) based on how many there are and what the appropriate
> die to use is (if there are 3 enchanments associated with a chrome sword, a
> 1d6 will be used and each enchantment will get two numbers, if there are 10
> enchantments, then each gets a single number and a 1d10 will be used). All
> items are then placed in some sort of container and will be randomly
> scattered throughout the land. When a player decides to pick up an item,
> the appropriate roll will be made to determine which Team/enchantment it is.
> At this point, the enchantment is revealed to everyone and that unit, good
> ,bad, or indifferent is now stuck with it.
>
> Does that clear things up?
Yup, that works. Thanks. Although I do like Mike's idea of each item having
a possible negative as well.
-W
Thanks
-W
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Message is in Reply To:
| | 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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