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Showing posts from December, 2020

The wargame, rules update, rules clarification, and units

      The previous post talks about "When two units fight". However, my brain talks about Long being an exclusive and hard to attain range. So two new rules on that.     SNIPING: When one unit attacks another, who cannot attack at that range, the target rolls 2d6 straight off, adding situational modifiers but nothing else. If the target rolls higher, they just survive, rather than killing.     LONG AIM: A unit cannot attack at Long and move on the same turn. This is so shorter ranged units can close in for the kill. Range is power, not omnipotence. I might change this if there is a better balance option, but at the moment a long range unit can just keep moving back and shooting a closer range unit until it dies.     Also here are some optional rules which i like but i don't think are major enough to canonize but are nice to have here.     TERRAIN: Drop a handful of poker chips or playing cards or index cards or whatever onto what yo...

A wargame you can and should play right now

      Get some things. You definitely need two dice. You almost certainly need paper and pencils. Better than paper and pencils, if you have some war-gaming figurines or toy soldiers, take those. Anything that you have a lot of that comes in multiple varieties is good. The game works smoother if you have toothpicks and playing cards.     Some terms: Close is how far you can charge. It is two dice away. Short is how far you can shoot. It is four dice away, or one toothpick. Long is how far you can see. It is six dice, one playing card, or two dice and one toothpick away. A Turn is the time it takes for every unit on your side to move and attack.      Da rules: Each unit has from +0 to +4 to attack in each of Close, Short, and Long. +0 is a technicality. It's how well a sniper punches. +4 is tremendous, its how well a fully equipped and advantaged artillery unit fires on an enemy position. When two units fight, they each roll 2d6 and add t...

A D6 Assassins

1. The Boys: A shitload of goblins. They sneakily stake out their targets by following them in groups of 15-20 yelling and jeering. This doesn't actually matter. You can't fight them in the street, that's illegal, and you can't fight them when they strike, there are too many. They wait until you sleep. You have to do it some day, and they aren't picky when. About 50 of them show up, and they break in to wherever the target is sleeping. they are not the sneaky, shadowy kind of assassin, they bust in through every entrance at once, singing a loud, old war-song. they surround their target and simply butcher them through number. The goblins have 50 hit-points, with each point of damage killing a goblin. when it reaches half health, it makes a morale check, and automatically runs at 10. if all of them get killed, you will never be troubled by the boys again. 2. Hardbrush Applework : Tricornered hat, puffed sleeves, gold trim, and a rapier. Speaks flowi...

d20 valuable treasures

    I've seen a lot of talk of Arnold K's big fucking treasure system, and decided "hey! why not make 20 of these for people to use! this will be a good idea and definitely not cost me an afternoon!". What a foolish creature i was. Almost all of these are actually useful, but arent as useful as 1000 silver and a level up. 1. A 100 year old bottle of wine from a long forgotten vineyard. Potent enough to flay the hair off a goat, drinking it will give you as many drunkenness points as you want as long as its more than 2 (each drunkenness point expands your critical fail range by one). 2. A fiddle made of pure platinum. In order to get it, you have to beat its previous owner in a fiddling contest. This is effortless for anyone, even untrained in the fiddle, because platinum cant hold a note or echo worth shit (and whoever has it most likely was also bad at fiddling). 3. An eye in a jar of pickling juice. It's actually the last remaining part of the queen's dead s...