Part Dimmy

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Postby Warhead » Sun Aug 02, 2009 4:33 pm

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DUN! DUN! DUUUUUUUH!
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Motherfucker!
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Postby muffinman42 » Sun Aug 02, 2009 7:19 pm

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Postby birdman » Sun Aug 02, 2009 7:33 pm

You guys thought I was some kid, didn't you?
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Postby muffinman42 » Sun Aug 02, 2009 7:36 pm

no, i was going WTF to what warhead posted,
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Postby Warhead » Sun Aug 02, 2009 7:47 pm

birdman wrote:You guys thought I was some kid, didn't you?


Kid, nah... dapper?.. weeeeell... :D :wink:

Only joking, yeah, ok, I'll admit that what little thought I put to working it out made me think you might have been a moody teenager or something.
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Postby ltobvious » Sun Aug 02, 2009 8:10 pm

I have to say, I thought you were a kid too. Sorry, I'm not very observant, and that's when I actually pay attention.

By the way:
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The thread has been completely derailed.
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Postby birdman » Sun Aug 02, 2009 8:25 pm

Warhead wrote:Only joking, yeah, ok, I'll admit that what little thought I put to working it out made me think you might have been a moody teenager or something.


Great.
I bet that by the end of the week my rank's going to be 'Moody Teenager'.


EDITORIALIZATION:
IV, i was not asking for that rank.
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Postby Warhead » Sun Aug 02, 2009 8:41 pm

:D

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My job here is done...
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Postby dilanski » Mon Aug 03, 2009 6:23 pm

ltobvious wrote:I have to say, I thought you were a kid too. Sorry, I'm not very observant, and that's when I actually pay attention.

By the way:
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The thread has been completely derailed.


OMFG you beat me to it! Also i bet everyone of you used a website, calculator or slave for you math.
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Postby Warhead » Mon Aug 03, 2009 6:29 pm

Wrong about the cantaddulater, I used my apathy, it's a constant where ever I go.
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Postby Fulizer » Tue Aug 04, 2009 5:52 am

ok then i don't think i made this clear, for each attack that is given or taken within 10" of the part dimmy there is a -1 penalty on the 3d6 roll, meaning the mroe the part- dimmy becomes excited, the more likeley he is to lose control and become full dimmy.
eg on the 3d6 test, you would have to roll 13 or higher if 10 attacks have happened within 10" of the dimmy sinse the game started.

This makes it possibe to roll LOWER THAN 3
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Postby Theblackdog » Tue Aug 04, 2009 1:34 pm

It's a good rule but for one thing: why would you want to use it? What advantage does it give the player to have Part Dimmies in their army?

However, I like your idea that attacks near the unit modify the die roll -- you could use that for other things, like gaining experience in a roleplaying game. The more combat a minifig has survived through, the more likely he is to level up.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby Fulizer » Wed Aug 05, 2009 7:25 am

this rule was invented to give players a disadvantage, or for Gamemaster controlled minifigs or sometimes for a objective (having a part dimmy as a vital unit springs to mind).
part dimmies make a great objective. for example, fighting over a nuke and the only person who can operate it, hoever that person is a part dimmy and would cause a deterannt for people to actually fight near the nuke (dimmies and nukes don't mix)
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Postby muffinman42 » Wed Aug 05, 2009 3:18 pm

but who would want a part dimmy, and most games don't have a GM in them, the GM is represented by the dice rolled in the "what i say go's" roll.
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Postby birdman » Wed Aug 05, 2009 3:30 pm

It's like the old stupidity rules back in 2001. You don't want a mind-blowingly stupid minifig, but if you can get him in full combat armor and a lazer rifle for 1 CP you take it.
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