A woefully hidden gem of a game, previously beer-and-pretzels oriented, now with options added to sustain longer-term campaigns. Furious and funny, this is a game that's easy to play and well worth your time, provided you like the idea of old men with sticks chewing up the scenery in grand special-effects style.
Post originally by Eddy Webb at 2004-10-18 07:32:12
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I've heard of other games that read 10s and 0s, but I can't think of them off the top of my head. However, I would presume that the reason is to offer access to 0 and 1 results while still affording a bell curve, but it could be just because the idea sounded cool (which is likely why half of the game mechanics in the world are the way they are). ;-)
Post originally by Nathan Hill at 2004-10-18 10:42:28
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Heya Clint,
It wasn't an attempt to innovate. I just loved the idea that lady luck would frown upon a poor wizard (when a rare zero is rolled). Also, it emphasizes the importance of high magickal scores, cool magickal artifacts, and bonuses -- which was one of my goals while designing the game. Wizards are supposed to be always hunting for new power and artifacts -- so I wanted to reinforce that. The dice are not always going to help you when your wizard begins his magnificent scheme to defeat his enemies and mold Anhelm into his image.
Does that explain the decision?
And Eddy is a bit right too -- it just sounded cool and worked out in play.
Post originally by Nathan Hill at 2004-10-18 10:47:50
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Alas Baumi, I wish there was.
When Key20 and I worked out the rights for a print edition, the old PDF version ceased to be. So, Key20 is only dealing with their exclusive print version now. We are in talks to produce some future supplements in PDF format, and for the most part, it should be roughly compatible with the old stuff. There are changes though, enough that the new book is damn well worth it.
Post originally by Clint at 2004-10-18 11:20:28
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Thanks for responding, Nathan, but you didn't quite answer my question.
My specific question is: why 0-9 instead of 1-10? You get the same number range either way, except that in your version, players have to relearn how to read their dice.
Post originally by Nathan Hill at 2004-10-18 12:08:33
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Hey Clint,
Well, like I said above, there is a possibility, however remote, of rolling a 0 + 0 -- so your result on the dice is 0. Then, your wizard must rely on his magickal skills and other bonuses to pull off his amazing blasts of power.
I liked that possibility. It makes things a tiny bit more unpredictable (even though a whole 1 + 1 isn't that much boost either).
Thanks for the question. I hope that answers it. Luckily, you use the same roll throughout the game, so it isn't much to relearn.