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 Free For All, How to do?
Skawilly
Posted: Jan 6 2012, 05:08 PM


Goblin
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Group: Members
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Member No.: 6,635
Joined: 30-November 11



They seem pretty straight forward, not much will change I imagine except the table divides 3 ways (assuming is a 3 FFA) rather than 2, but whats a good way to manage the winds of magic? Keeping that balanced seems most difficult. They way we are doing it now is both opposing players get the lower of the 2 die rolls vs the other team getting the higher of the 2. Its SLIGHTLY better but its not great.

Anywho....
I could not find a topic on this, but is there anything else I should know? Tips or maybe even an official rule set? I appreciate the help.
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Da Git
Posted: Jan 6 2012, 06:18 PM


Orc
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My group has discussed that using the scenario in the BRB that allows 3-5 players is good. All players take their moves in turn, then magic then shooting and close combat. In magic we have thought about testing that every player rolls 2d6 power dice, which they can use as both power and dispel dice, as needed. Dice from items that grant extra dispel dice would only be available for dispel rolls.
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Anton
Posted: Jan 6 2012, 10:32 PM


Lucky Git
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I've played the rules in the BRB too. They are good.
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Skawilly
Posted: Jan 6 2012, 10:49 PM


Goblin
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Group: Members
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Joined: 30-November 11



Hey, so whats BRB?

EDITED: Also, that system is very cool but it makes the more powerful mages even more scary. they get a magic action every turn? I mean honestly its a good system but magic would likely run the table.

This post has been edited by Skawilly on Jan 6 2012, 10:53 PM
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Squigkikka
Posted: Jan 6 2012, 11:40 PM


Waaagh!
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BRB is short for Big Red Rulebook! That is, the main rulebook smile.gif
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