Love that movie.Arkbrik wrote:17. A deal is made with mobsters in the future. They start sending people they want to disappear to the present, along with gold, future tech etc, one per turn. Someone must be assigned to execute them as they arrive. 1 in 6 chance that the executor's future self is sent back.
Silverdream wrote:1. Velociraptors and other Dinosaurs emerge from the time machine
2. They slept too long and now the world has become infested with Candarian Demons, and the rivers run red with hot bubbling blood.
3. It's a hoax. Nothing happens.
4. The universe explodes, the time machine is able to restart the universe.
5. Americans melt the entire world, save for one Canadian Island. Two friends are forced to save the world with the help of Alexander Graham Bell.
The idea of a time machine is to be a random ball of monstrosities. anything that can will go wrong with a few exceptions, and the 72 is to make it as random and unpredictable as possible. there are some 12 option time travel supplements, but this is supposed to take out any hints of certainty, and make all who hath faith un-easy.aoffan23 wrote:I have one small question.
How does this have any sort of purpose in-game?
Do you mean time travelling to another battle? Because that's just a plot point, and using five thousand dice to get them to the battle rather than just sending them there is... really dumb.
Do you mean travelling to another battle that's happening simultaneously IRL? That's a little more understandable, but why do you need 72 results?
Do you mean travelling to another turn in the same battle? There's no point in doing that, because you'd might as well just leave the unit inactive for however long.
I'm not just making a point, I'm seriously asking what kind of effect this is supposed to have on the game. The way you're talking about it makes it seem completely useless and... well, I'm terrible idea.
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