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Improvise rules.

Posted: Mon Dec 14, 2009 4:21 pm
by tahthing
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.

Re: Improvise rules.

Posted: Tue Dec 15, 2009 3:42 pm
by birdman
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.

Re: Improvise rules.

Posted: Tue Dec 15, 2009 4:11 pm
by tahthing
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.

Posted: Tue Dec 15, 2009 4:31 pm
by warman45
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

Posted: Tue Dec 15, 2009 4:48 pm
by tahthing
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!

Posted: Tue Dec 15, 2009 5:23 pm
by james+burgundy
There needs to be more things to vote for :( l

Posted: Tue Dec 15, 2009 5:41 pm
by warman45
we need a poll on the minimum number of items for this poll

Posted: Tue Dec 15, 2009 7:14 pm
by OneEye589
Wait a minute... You're writing down solid rules, but they are how you would improvise? Huh?

Posted: Wed Dec 16, 2009 1:13 am
by Arkbrik
Wouldn't it be easier to draw numbered notes from a hat? Or just fudge every roll?

Posted: Wed Dec 16, 2009 10:42 am
by tahthing
OneEye589 wrote:Wait a minute... You're writing down solid rules, but they are how you would improvise? Huh?
Yep.

Re: Improvise rules.

Posted: Thu Dec 17, 2009 4:38 pm
by Rody
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.

Posted: Thu Dec 17, 2009 10:45 pm
by davee123
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.
Whiny Loser wrote:What if I don't have 3 different denominations of coins?
You are a bad person, and you should feel bad.

DaveE

Posted: Fri Dec 18, 2009 1:19 am
by Warhead
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!

Posted: Fri Dec 18, 2009 11:03 am
by OneEye589
If you are playing Brikwars somewhere else, don't you think you'd be able to pack at least 1d6?

Posted: Fri Dec 18, 2009 12:17 pm
by Warhead
Stay clear of D20's, there far too big to carry.

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