samuelzz10 wrote: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.
Yeah, I got that from reading every word of this thread. What I didn't get, and what you still haven't answered, where/when they're travelling to. Arkbrik's explanation makes sense, but I still have no idea how you intended it to be.