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<blockquote data-quote="Wednesday Boy" data-source="post: 6100056" data-attributes="member: 53678"><p>I like the exploding aspect of the wild die but I think the fumbling aspect has the potential to be too punishing. The way that we played is that on a 1 either the GM thought up that "something really bad" or if they couldn't you'd subtract the 1 and your highest die from your total. Often our GMs thought up something really bad but really interesting and fun, so I liked fumbled wild dice. But when the wild die rolls a 1 multiple times, it feel like you do nothing productive on your turn and that can be very frustrating.</p><p></p><p>A wonderful fumble on the wild die: A crime lord's thugs confiscated our weapons and we were held at gunpoint, waiting to be blasted. Our Force user tried to TK his lightsaber out of one thugs hands but fumbled and the GM had him accidentally turn the lightsaber on and slice the thug in half. This caused a commotion to ensue and resulted in an extremely fun and chaotic combat.</p><p></p><p>A wonderful explosion on the wild die: We were bountyhunters who teamed up with an NPC bountyhunter because she had the best lead on a target. It turned out that she was friends with the target and would lure bountyhunters to a deathtrap. She was able to get one shot on us before the wookie bountyhunter chopped at her with his vibroaxe. The wild die kept coming up as 6 and he ended up doing enough damage to kill her twice over. My friend who played the wookie reminisces on that story often.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6100056, member: 53678"] I like the exploding aspect of the wild die but I think the fumbling aspect has the potential to be too punishing. The way that we played is that on a 1 either the GM thought up that "something really bad" or if they couldn't you'd subtract the 1 and your highest die from your total. Often our GMs thought up something really bad but really interesting and fun, so I liked fumbled wild dice. But when the wild die rolls a 1 multiple times, it feel like you do nothing productive on your turn and that can be very frustrating. A wonderful fumble on the wild die: A crime lord's thugs confiscated our weapons and we were held at gunpoint, waiting to be blasted. Our Force user tried to TK his lightsaber out of one thugs hands but fumbled and the GM had him accidentally turn the lightsaber on and slice the thug in half. This caused a commotion to ensue and resulted in an extremely fun and chaotic combat. A wonderful explosion on the wild die: We were bountyhunters who teamed up with an NPC bountyhunter because she had the best lead on a target. It turned out that she was friends with the target and would lure bountyhunters to a deathtrap. She was able to get one shot on us before the wookie bountyhunter chopped at her with his vibroaxe. The wild die kept coming up as 6 and he ended up doing enough damage to kill her twice over. My friend who played the wookie reminisces on that story often. [/QUOTE]
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