I forget about cp sometimes because I don't use it. I try to only assign 5 dicemax to one or two units though. What would stats be for say a standard pirates cannon that I want to use explosive ammo be?
Is it just shooting a size 1 exp? (Which would make sense thinking about it now)Since I usually play solo I just fudge, a lot. And I just started using the
2010 Rulebook.
Supernatural Dice Pool Reference Cards
Moderators: warman45, Rev. Sylvanus
Re: Supernatural Dice Pool Reference Cards
I 2nd that. I once had a Riot scenario where I played about 100 guys, and the opponent played 15 hero like guys. Won it. (No pics, cuz my phone failed me and some1 else borrowed my cam)Rev. Sylvanus wrote: Not to mention, I've slaughtered opponents with "under"powered stuff before when they have bad general-ship
mr.duckie wrote:Get Him!!!!SirCheese wrote:I will be neutral. (Cuz I don't want to make enemies)
This sig is too fucking large: show anyway
- Rev. Sylvanus
- Galidor
- Posts: 1025
- Joined: Thu Feb 04, 2010 10:14 pm
- Location: Appalachia
Re: Supernatural Dice Pool Reference Cards
If you wanted it based on explosive rounds, I'd say make it a size 2" launcher (6cp, use 4, 12" range) and then buy as many explosives as you think you will need. I typically only bring about 4 explosives per thing that uses them since most games I've played don't go very far beyond turn 6, and with a 12" range you may need a turn or two to maneuver into position.Cytheran wrote:What would stats be for say a standard pirates cannon that I want to use explosive ammo be?
Is it just shooting a size 1 exp? (Which would make sense thinking about it now)Since I usually play solo I just fudge, a lot. And I just started using the
2010 Rulebook.
For Your Reading Pleasure: Rev's Battle Reports
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders
- IX_Legion
- Minifig
- Posts: 216
- Joined: Tue Jun 14, 2011 4:30 pm
- Location: Conquering some random country
Re: Supernatural Dice Pool Reference Cards
That's my problem, because in nearly all the battles I fight I play both sides, so I just pull out some armies and fight it out. Bit hard when the completely arbitrary SDs get thrown in.Rev. Sylvanus wrote:The idea of over- versus under- powered is a moot point if no one calculates CP. Because at that point the game becomes about whatever you feel like bringing and stats can be whatever your heart desires.
This should be in the Rulebook somewhere:
"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)
"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)
- Rev. Sylvanus
- Galidor
- Posts: 1025
- Joined: Thu Feb 04, 2010 10:14 pm
- Location: Appalachia
Re: Supernatural Dice Pool Reference Cards
It is also interesting to note that so many other games suffer from "OP casters." Warhammer, WH 40K, DnD, many RTS's, etc. In many of these games, a caster left unchecked is often devastating. So in "casual" brikwars, an army that doesn't commit a lot of resources to eliminating a caster early will probably be hurting in the long run. Another option would be to make sure both sides have comparable numbers of SD dice/casters. OR, for every wizard an opponent has over your own, you can add a hero that ignores crankiness. Or enjoy the challenges of up hill battles
For Your Reading Pleasure: Rev's Battle Reports
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders
Reference Sheets: Animals and Mounts / Medieval Weapons
Factions: Dragon Guard / Hiimboredagain Raiders
- IVhorseman
- If she don't want the brick, she won't get the dick
- Posts: 5293
- Joined: Tue Dec 11, 2007 10:12 pm
- Location: The Abyss
- Contact:
Re: Supernatural Dice Pool Reference Cards
More often than not, this is the eventual conclusion. Having an even number of dice might be a quick enough balance though.Rev. Sylvanus wrote:Or enjoy the challenges of up hill battles
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Supernatural Dice Pool Reference Cards
More dice mean more consistent Fumbles though - powerful casters leave their own sides hurting in the long run also.Rev. Sylvanus wrote:It is also interesting to note that so many other games suffer from "OP casters." Warhammer, WH 40K, DnD, many RTS's, etc. In many of these games, a caster left unchecked is often devastating. So in "casual" brikwars, an army that doesn't commit a lot of resources to eliminating a caster early will probably be hurting in the long run.
Natalya wrote:Wtf is going on in this thread?
-
- Catastrophe Magnet
- Posts: 2337
- Joined: Tue Apr 12, 2011 6:04 pm
- Location: This Forum
Re: Supernatural Dice Pool Reference Cards
I play tested SD dice (have pics but too lazy right now), and found wizards to have <a href='http://tinyurl.com/y42zurt'>alot</a> of offensive power but still easy to defeat. The mage on the other team managed to destroy my dreadnought with one spell, but I killed her on the next turn. I think it's about fair (also, she had a dice pool of 3d6, 2d8, and 1d12), but of course this could change once stubby works out SD response actions.