Mordel's Bar & Grill
jumping house rule?
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Jade_Dragon
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PostPosted: 08-May-2002 08:16    Post subject: jumping house rule? Reply to topic Reply with quote

BattleTech on disk? Check this out...
http://megamek.sourceforge.net/screenshots.html

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chihawk
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PostPosted: 09-May-2002 19:29    Post subject: jumping house rule? Reply to topic Reply with quote

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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Sir Henry
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PostPosted: 09-May-2002 19:36    Post subject: jumping house rule? Reply to topic Reply with quote

Math is good.....but the dice can't lie.....much.....


Sir Henry

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AWAD
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PostPosted: 11-May-2002 12:00    Post subject: jumping house rule? Reply to topic Reply with quote

Quote:

On 2002-05-09 19:36, Sir Henry wrote:
Math is good.....but the dice can't lie.....much.....


Sir Henry



Yeah, but they can be picked up and rolled.

AWAD- so was that a 3 or a five before I rolled it by accident
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chihawk
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PostPosted: 11-May-2002 12:02    Post subject: jumping house rule? Reply to topic Reply with quote

We generally don't allow the marker dice (or any dice similar) to be rolled just because fo cases like that.

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