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Suggest a system that does slave uprisings well!
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<blockquote data-quote="SavageRobby" data-source="post: 3840572" data-attributes="member: 51573"><p>A couple of notes:</p><p></p><p>In reality, Aces are really easy to track. Especially when you let the players roll for NPCs. Nothing better than a player acing a damage roll ... against their own PC. <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" /> You're usually not rolling that many dice at once, so it rarely becomes an issue. And remember that Wild Dies only apply to Wild Cards - PCs and important NPCs. So most extras will be rolling one or two dice max. </p><p></p><p>In practice, I <strong>love</strong> the initiative system, and have ported it to other systems (like C&C). Note that you only have to reshuffle the deck after a Joker, not each round - you only redeal each round. My recommendation is that you assign a player to be the dealer (or ask for volunteers). </p><p></p><p></p><p>You'll notice a theme - SW encourages you to use your players. Have them run Allies (and have their allies act on their init card, for easy dealing). I have players roll for the enemies, and often have them control them, if appropriate - especially players that aren't in the action for whatever reason. There is no really good reason for the players not to know the Fighting/Shooting/Throwing skill of their opponents, or what their Toughness is - although I will occasionally withhold a fun detail until necessary - like if an opponent has First Strike, or something equally entertaining. <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="SavageRobby, post: 3840572, member: 51573"] A couple of notes: In reality, Aces are really easy to track. Especially when you let the players roll for NPCs. Nothing better than a player acing a damage roll ... against their own PC. :D You're usually not rolling that many dice at once, so it rarely becomes an issue. And remember that Wild Dies only apply to Wild Cards - PCs and important NPCs. So most extras will be rolling one or two dice max. In practice, I [b]love[/b] the initiative system, and have ported it to other systems (like C&C). Note that you only have to reshuffle the deck after a Joker, not each round - you only redeal each round. My recommendation is that you assign a player to be the dealer (or ask for volunteers). You'll notice a theme - SW encourages you to use your players. Have them run Allies (and have their allies act on their init card, for easy dealing). I have players roll for the enemies, and often have them control them, if appropriate - especially players that aren't in the action for whatever reason. There is no really good reason for the players not to know the Fighting/Shooting/Throwing skill of their opponents, or what their Toughness is - although I will occasionally withhold a fun detail until necessary - like if an opponent has First Strike, or something equally entertaining. :) [/QUOTE]
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