Silverdream wrote:I don't understand why your average Redneck Pwny should get five supernatural dice. I'd rather spend the cp on more pwnies.
I don't mean to sound like a kissass but Arkbrik had simple yet elegant rules for the pwnies.
Warhead wrote:my head burns with War.
You are correct, I wont deny that. But on super natural dice, if you have 3d6 for example, you can roll for range once (unless you get a crit it may as well be CC) and then you have 2d6 for damage, which is basically any above average weapon, and that would probably be more cost-effective and have longer range. I hope you see my point, any offense is useless without at least 5d6. besides, who uses CP anyways?IVhorseman wrote:Sam just flips his shit over huge dice piles. Haven't you all caught on to this by now?
Arkbrik wrote:Dude. Telekinesis is how you kill stuff with supernatural dice. With 2d6 you can lift an enemy into the air, shift them an inch, and drop them on another enemy, possibly smashing them both.
Otherwise you can add one or two dice to the Horny Pwnie's natural bolt to get a UR 4/5 Rng 6" Dam 2d6/3d6 weapon.
IVhorseman wrote:Sam just flips his shit over huge dice piles. Haven't you all caught on to this by now?
stubby wrote:You were inb4beluga.
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