Improvise rules.
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- tahthing
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Improvise rules.
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.
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.
"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"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
Re: Improvise rules.
Oh, and that isn't going to skew results at all.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.
- tahthing
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Re: Improvise rules.
So? What do you want, a bunch of complex tables with multiple steps that take half a hour to work out?birdman wrote:Oh, and that isn't going to skew results at all.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.
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.
"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"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
- warman45
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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
my solution is make a die with paper a pencil and something sharp
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- tahthing
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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.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
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!
"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"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
- james+burgundy
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- warman45
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we need a poll on the minimum number of items for this poll
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- tahthing
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Yep.OneEye589 wrote:Wait a minute... You're writing down solid rules, but they are how you would improvise? Huh?
"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"
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
"Triangalism! What's the fuckin' point!"
How's that compression ratio?
Re: Improvise rules.
meh, it just makes for less criticals and more average results.birdman wrote:Oh, and that isn't going to skew results at all.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.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes
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.
DaveE
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.
You are a bad person, and you should feel bad.Whiny Loser wrote:What if I don't have 3 different denominations of coins?
DaveE