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Move 5 or roll

PostPosted: June 5th, 2016, 11:27 am
by cynthialee
I instituted a rule at the game, players could either move 5 or roll and be stuck with the result.

The end result was that the vast majority of movement taken was the free 5 instead of rolling. They would only roll if they had a long distance to travel. Mainly when movement was rolled the number rolled was between 4-6 points. Only 2 times a phenomenal roll made.

By only moving 5 for most of the game, the heroes stayed together rather well and were pretty effective at combat.

I like it and will be sticking with the rule.

(oh the plate mail rule was altered to 3 spaces or roll a D6, they decided no one needed the plate armor when they found it)

Re: Move 5 or roll

PostPosted: June 5th, 2016, 1:06 pm
by The Admiral
I can only see this being used when a hero knows they only need to move 5 or less to accomplish what they want, and might fail on to do this on a four or lower. In any other circumstance, I would take a 2d6 roll where the average over a game should work out higher (7).

Re: Move 5 or roll

PostPosted: June 5th, 2016, 1:39 pm
by cynthialee
I am with you on that one...but the players at my table are conservative in their approach to dungeon crawling. Then their is my spouse. Every time she rolls for movement I swear to the gods it is a 6 or lower, usually in the 4 range. She is the reason I offered the rule change. It sucks beans to have to wait multiple turn of people passing their turns so the barbarian catches up. (she always plays the barbarian with the talisman of the north, as she says "I need a big bag of Hit Points with my lousy luck".)

Re: Move 5 or roll

PostPosted: June 6th, 2016, 10:10 am
by TMU
cynthialee wrote:I am with you on that one...but the players at my table are conservative in their approach to dungeon crawling. Then their is my spouse. Every time she rolls for movement I swear to the gods it is a 6 or lower, usually in the 4 range. She is the reason I offered the rule change. It sucks beans to have to wait multiple turn of people passing their turns so the barbarian catches up. (she always plays the barbarian with the talisman of the north, as she says "I need a big bag of Hit Points with my lousy luck".)

This problem could just be solved with EWP cards.

Re: Move 5 or roll

PostPosted: June 6th, 2016, 10:35 am
by cynthialee
No. I use EWP cards. Not going to influence their movement dice in any way.

Re: Move 5 or roll

PostPosted: June 6th, 2016, 11:59 am
by slev
Only problem here is that the Mummy can never ever catch them in a chase...

Re: Move 5 or roll

PostPosted: June 6th, 2016, 1:45 pm
by Anderas
No problem. Give the Mummy a Spell, it is sufficient. :) Sometimes too strong, though.

Re: Move 5 or roll

PostPosted: June 6th, 2016, 4:52 pm
by TMU
cynthialee wrote:No. I use EWP cards. Not going to influence their movement dice in any way.

What I meant is that if u draw a card always when there are no monsters on the board, that should make the players think if they should wait or not.

Re: Move 5 or roll

PostPosted: June 7th, 2016, 10:15 pm
by sajungzak
I allow 7 for movement without rolling but only if there are no monsters in LoS. Of course, when monsters are present, I only allow 2.

Re: Move 5 or roll

PostPosted: June 8th, 2016, 9:30 am
by cornixt
slev wrote:Only problem here is that the Mummy can never ever catch them in a chase...

The chances of that were always very low anyway, unless they did the old horror movie cliche of walking backwards at an even slower pace than their slow pursuer.