Improvise rules.

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

Moderators: warman45, Rev. Sylvanus

What happens when you fire a squirrel from a cannon.

A large Boom and a lot of blood
4
22%
YOUR MUM
4
22%
The creation of awesome-sauce
0
No votes
LOLZ
6
33%
A critical fail
4
22%
 
Total votes : 18

Improvise rules.

Postby tahthing » Mon Dec 14, 2009 4:21 pm

when you go on holiday and you forgot to pack lego and dice (or one of those two) then you have a choice, buy dice and lego, or buy lego and use this idea.

The idea is to use coin fliping instead of a dice role.
their are two ways to play this;
Simplest way
You need:
A coin.
Lego.

Its VERY simple really.
Heads=success
Tails=fail
then flip again
Heads=critical
Tails=non-crit
This system means their would be more critical success and critical fails so the game should go faster. (which is ideal for a "travel" version)

slightly less simple system one:
You need:
As many coins as the number of sides on the dice needed for that roll.
Simple maths skills.
LEGO!!!!!

Flip the number of coins equal to the number of sides of the dice normally used (if 2 dice are used then flip coins for both), count the number that landed on "heads" that is the roll score.
Last edited by tahthing on Tue Dec 15, 2009 5:25 pm, edited 1 time in total.
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Re: Improvise rules.

Postby birdman » Tue Dec 15, 2009 3:42 pm

tahthing wrote:Flip the number of coins equal to the number of sides of the dice normally used (if 2 dice are used then flip coins for both), count the number that landed on "heads" that is the roll score.


Oh, and that isn't going to skew results at all.
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Re: Improvise rules.

Postby tahthing » Tue Dec 15, 2009 4:11 pm

birdman wrote:
tahthing wrote:Flip the number of coins equal to the number of sides of the dice normally used (if 2 dice are used then flip coins for both), count the number that landed on "heads" that is the roll score.


Oh, and that isn't going to skew results at all.

So? What do you want, a bunch of complex tables with multiple steps that take half a hour to work out?

Also you seem to of missed that whill on a single dice (or D) the chance of a 3 and the chance of a 6 are even, but with the coins your more likely to get a 3 than a 6. But i really don't give a fuck about that sort of stuff and if you don't like the idea make your own.
As long as all rolls are done this way its fair.
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Postby warman45 » Tue Dec 15, 2009 4:31 pm

you're not just gonna skw the results a LITTLE there gonna be WAY off

my solution is make a die with paper a pencil and something sharp
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Postby tahthing » Tue Dec 15, 2009 4:48 pm

warman45 wrote:you're not just gonna skw the results a LITTLE there gonna be WAY off

my solution is make a die with paper a pencil and something sharp

It's yet to be tested but yea the results will be diffrent to a normal roll, A improvied dice using paper though would also skew the results, my solution before this idea was to make a lego cube (2x2 and 5 plates high makes a cube!) and number the sides.

Also before somebody else points out how this isn't going to be the same i have something to say; screw the sticking to a premade idea i have a mind of my own!
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Postby james+burgundy » Tue Dec 15, 2009 5:23 pm

There needs to be more things to vote for :( l
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Postby warman45 » Tue Dec 15, 2009 5:41 pm

we need a poll on the minimum number of items for this poll
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Postby OneEye589 » Tue Dec 15, 2009 7:14 pm

Wait a minute... You're writing down solid rules, but they are how you would improvise? Huh?
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Postby Arkbrik » Wed Dec 16, 2009 1:13 am

Wouldn't it be easier to draw numbered notes from a hat? Or just fudge every roll?
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Postby tahthing » Wed Dec 16, 2009 10:42 am

OneEye589 wrote:Wait a minute... You're writing down solid rules, but they are how you would improvise? Huh?

Yep.
"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs"
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Re: Improvise rules.

Postby Rody » Thu Dec 17, 2009 4:38 pm

birdman wrote:
tahthing wrote:Flip the number of coins equal to the number of sides of the dice normally used (if 2 dice are used then flip coins for both), count the number that landed on "heads" that is the roll score.


Oh, and that isn't going to skew results at all.

meh, it just makes for less criticals and more average results.
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Postby davee123 » Thu Dec 17, 2009 10:45 pm

CANNOT.... RESIST.... MATH.

To roll a 1d6 with coins:

Take a penny, a nickel, and a dime. Toss them in the air. Find the coin that's the furthest away from the other two. In case of a tie, flip them again.

Penny: tails = 1, heads = 2
Nickel: tails = 3, heads = 4
Dime: tails = 5, heads = 6

Probability issue solved.

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Postby Warhead » Fri Dec 18, 2009 1:19 am

davee123 wrote:CANNOT.... RESIST.... MATH.

To roll a 1d6 with coins:

Take a penny...


Warheads: "To roll a 1D6 with coins." Take coins to shop, buy 1D6... Ta-Daaaaah!
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Postby OneEye589 » Fri Dec 18, 2009 11:03 am

If you are playing Brikwars somewhere else, don't you think you'd be able to pack at least 1d6?
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Postby Warhead » Fri Dec 18, 2009 12:17 pm

Stay clear of D20's, there far too big to carry.

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