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    BrikWars part XII: A Game of Thrones II —David Eaton
   Ever since the most recent BrikWars game, Shaun, Joe, Mike, and I have been discussing various issues with the BrikWars rules in general, particularly the Supernatural Powers supplement. Some of this discussion resulted in Mike actually changing the (...) (21 years ago, 24-Jun-03, to lugnet.org.us.nelug)
   
        Re: BrikWars part XII: A Game of Thrones II —Mike Rayhawk
     (...) I thought I'd chime in and do a couple small clarifications, but only to the 'suggested' rules so they're not set in stone: (...) Anything travelling through a Wormhole, energy or otherwise, arrives instantly. Anything being Beamed disappears (...) (21 years ago, 24-Jun-03, to lugnet.org.us.nelug)
   
        Re: BrikWars part XII: A Game of Thrones II —Dan Boger
     (...) I'd suggest that this be changed - A unit shooting through the wormhole needs to calculate (in it's head) relationships between 4 objects: The shooter, the portal entrance, the portal exit, and the target. Add to this the fact that it's (...) (21 years ago, 25-Jun-03, to lugnet.org.us.nelug)
    
         Re: BrikWars part XII: A Game of Thrones II —Joe Comeau
     (...) Actually, I think Dave meant to say: viii) Wormholes are not see-through-to-the-o...side-able, so aiming a weapon through a wormhole is not the same as aiming at the same object without the wormhole. There's nothing to stop you from (...) (21 years ago, 25-Jun-03, to lugnet.org.us.nelug, FTX)
    
         Re: BrikWars part XII: A Game of Thrones II —Dan Boger
      (...) hmmm... that's how I think, but that's not how it was explained to me. I will agree that if you can see the other end of the wormhole, and see your target, you should be able to do SOME aiming... but it won't be easy! (21 years ago, 25-Jun-03, to lugnet.org.us.nelug)
    
         Re: BrikWars part XII: A Game of Thrones II —David Eaton
     (...) Actually, sorta. I had intended to *not* include the 'not' so that distance and speed relative to the attacker still applied as though the wormhole isn't there (since he has to look at the object *without* aid of the wormhole), but Dan's (...) (21 years ago, 25-Jun-03, to lugnet.org.us.nelug, FTX)
   
        Re: BrikWars part XII: A Game of Thrones II —Brendan Powell Smith
     Just out of curiosity, how come you NELUG types don't always cross-post these discussions about BrikWars games and rules to lugnet.gaming.brikwars? -The Rev. Brendan Powell Smith (21 years ago, 25-Jun-03, to lugnet.org.us.nelug)
    
         Re: BrikWars part XII: A Game of Thrones II —Mike Rayhawk
      (...) Have you actually read any of these discussions? There's no point in cross-posting. No one outside of NELUG could possibly be interested in rules minutiae at this obsessive-compulsive level of detail. For now I'm working under the operating (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
     
          Re: BrikWars part XII: A Game of Thrones II —Shaun Sullivan
       (...) I will not rest until turns take at least twice as long as they do now. I have not yet begun to broach the topic of wind resistance, for example. By the way, Mike: 4 pages of Ghoirboy stanzas and counting. Keep in mind each stanza is (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
     
          Re: BrikWars part XII: A Game of Thrones II —Andrew Saada
      (...) Hmmm...Well that sounds rather interesting to me. ;) I have not played before--I have expressed interest if I would be in the area--but from reading the initial post and followups I have to say that you guys are definitely fine-tuning the (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug, FTX)
    
         Re: BrikWars part XII: A Game of Thrones II —David Eaton
     (...) Heh, 3 reasons. 1. As Mike pointed out, we're insane. You really don't want to hear what goes on. If you're looking for UBER bordom, I should post the publically verifiable random number generation algorithms we were coming up with. 2. Much of (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
   
        Re: BrikWars part XII: A Game of Thrones II —Shaun Sullivan
   (...) Ooh, Ooh, I just thought of something. Hadn't we also specified for this game that any multiple bonuses (for attributes, damage, etc.) have to be reduced to D6's as far as possible? That is: +1 --> +1 +2 --> +2 +3 --> +1d6 +4 --> +1d6+1 +5 --> (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
   
        Re: BrikWars part XII: A Game of Thrones II —David Eaton
     (...) Oh yeah-- I think I'd go for the 1st one, though admittedly I kinda flip-flopped between them in the last game, depending on whether or not the troop was suffering from a weakness or a strength. But I think I defaulted more towards the 1st (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
    
         Re: BrikWars part XII: A Game of Thrones II —Joe Comeau
     (...) Actually, I always used the second one! I think what I said in the original game is that you would never have more than a "+3" for any particular attribute unless it was then augmented further from some magical thing or what not. The second (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
    
         Re: BrikWars part XII: A Game of Thrones II —David Eaton
     (...) Works for me-- and considering Joe's lack of time, I'd say we should go ahead and use the 2nd one instead... (...) As if to drive the point home, I was just following through something I had been curious about in the past. I was noticing today (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
   
        Re: BrikWars part XII: A Game of Thrones II —Mike Rayhawk
   (...) You weasels, going to any length to sneak yourself an extra half point. BrikWars always rounds towards weakness, so in the case of bonuses that means always round down. The second option is correct. And don't forget you can increase your dice (...) (21 years ago, 26-Jun-03, to lugnet.org.us.nelug)
 

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