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I miss Melkor (3rd Gnome IR) :)
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<blockquote data-quote="Festy_Dog" data-source="post: 1634076" data-attributes="member: 2561"><p>Many thx, the name was actually inspired by a brand of beer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>I'm here though, me and Kal are putting together a rather good looking set of guidelines to run the game with. I'm just the quieter of us two so everyone's likely to get see more posts from him.</p><p></p><p></p><p></p><p>I like that idea, we'll keep it in mind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>More on the rules we've come up with:</p><p></p><p>Turn length is going to be a tad different in this one, and it'll tie in with another aspect that we don't think has been considered before. We're going to make each turn 3 months long, or rather each turn will last a season (summer, winter, etc.) and the general environment and weather conditions caused by a season will affect efforts made by either side of a conflict for better or worse (expect an offensive to be very difficult in winter, depending on your location <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> ). Drawed military and espionage checks in winter and autumn will not go to the aggressor, but rather to the defender in these cases.</p><p></p><p>About the d10 combat system though, we've decided to make the base roll 2d10 rather than 1d10, but to keep the modifer trade in the same. So when someone achieves a modifier of +10 on a roll they trade in +5 for an additional d10 (2d10+10 becomes 3d10+5, and 3d10+10 becomes 4d10+5, etc.). The reverse also applies, if a person's modifier drops below +5 they lose a d10 in exchange for a +5 increase to their modifier, a person can't have less than 2d10 though.</p><p></p><p>Any helpful opinions are welcome. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 1634076, member: 2561"] Many thx, the name was actually inspired by a brand of beer. :cool: I'm here though, me and Kal are putting together a rather good looking set of guidelines to run the game with. I'm just the quieter of us two so everyone's likely to get see more posts from him. I like that idea, we'll keep it in mind. :D More on the rules we've come up with: Turn length is going to be a tad different in this one, and it'll tie in with another aspect that we don't think has been considered before. We're going to make each turn 3 months long, or rather each turn will last a season (summer, winter, etc.) and the general environment and weather conditions caused by a season will affect efforts made by either side of a conflict for better or worse (expect an offensive to be very difficult in winter, depending on your location :] ). Drawed military and espionage checks in winter and autumn will not go to the aggressor, but rather to the defender in these cases. About the d10 combat system though, we've decided to make the base roll 2d10 rather than 1d10, but to keep the modifer trade in the same. So when someone achieves a modifier of +10 on a roll they trade in +5 for an additional d10 (2d10+10 becomes 3d10+5, and 3d10+10 becomes 4d10+5, etc.). The reverse also applies, if a person's modifier drops below +5 they lose a d10 in exchange for a +5 increase to their modifier, a person can't have less than 2d10 though. Any helpful opinions are welcome. :) [/QUOTE]
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