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).
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