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BASH - Basic Action Super Heroes :: View topic - The d12 method

 
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The d12 method

 
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Jukeboxer
Costumed Crimefighter
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Posts: 132
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PostPosted: Thu Mar 08, 2012 6:57 pm    Post subject: The d12 method Reply with quote

In the back of the core rules, there are some alternate dice mechanics discussed. I kinda like the idea of rolling a number of d12s equal to the ability or power multiplier. Have any of you tried this method yet? If so, how did it work-out?

Using d12s, I am considering allowing exploding rolls on results of 1 and 11. The idea is to emulate the feel of exploding snake-eyes (double ones) and then use the 11 as a natural high double. It also keeps the exploding theme based on ones. So maybe that makes it more intuitive? Hmmmm....

For my experimental approach, the additional exploding dice would be d6s not d12s. Sticking with the 1 theme, dice would continue to explode on results of 1, which allows every exploder to be meaningful.

We'll have to try this out in our next session.
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Gary Brown
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BASHMAN
All-Father of Bash!
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PostPosted: Fri Mar 09, 2012 12:32 am    Post subject: Reply with quote

Not bad; let me know how it goes!
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Chris Rutkowsky
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Jukeboxer
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Location: DFW, TX

PostPosted: Tue Mar 13, 2012 6:19 pm    Post subject: Reply with quote

Well I did some solo testing of the method as described above and it is bit too much of a dice-fest. The problem is too much exploding. When you start adding the exploding d6s, it feels clunky adding it all up.

On page 125-126, Bashman warns that a dice pool will favor higher stats and the method I tested above only amplifies that issue. So, I think we'll try d12 dice pool in the book, however, exploding on 11s instead of 12s. That part seemed fun, kinda like rolling doubles on a single die.
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