Joined: 04-Feb-2002 00:00 Posts: 8075 Location: United States
Posted: 09-May-2002 19:29 Post subject: jumping house rule?
First off, I think this the whole idea of limiting jump is bad. But I have an idea that you all can use to implement this bad idea easily...
Several of us use colored dice to mark how a mech moved (White for walk, red for run, black [or green] for jump) and use the number as the to-hit mod (with 5 indicating moved but no mod and 6 indicating no move).
I also use yellow die to indicate a mech needs to make a pilot check (with the number indicating the number of checks needed) and blue die for con checks needed (again, with the number as the number needed). I also use a d8 for MASC turns (which gets moved with the mech) so there's no question of the number that would be needed to roll.
No reason why a d4 couldn't be used for the jump jet thing (or a different color d6).
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
"Older men declare war. But its the youth who must fight and die!" - Herbert Hoover