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My only reason is time. I have three games going now (one solo, one with my wife, one with my son) with different characters. Two of them are on Scenario 3 and one is still on scenario 2. We're averaging maybe 2 adventures a month, so it's going to take a while just to finish these. At some point next year when I finish all 6, we may get S&S, or skip to the next one. We will probably buy whatever Path is available at the time we finish RotR.


Wow, integers it is, then!

I admit that the point is more as an excuse to play with wires and LCDs than actual utility. Although, if I'm rolling 15 dice, maybe I'll change tactics and add a dice rolling machine option. Yay, fun things to sketch out during boring meetings.

Thanks for the tips.


I'm trying to create a little electronic box that I can sit next to me when I'm playing to calculate probabilities. Say I have a Heavy Crossbow and a Longbow plus 1. Which one has a better chance of beating an Ogre? I can do the math for the average in my head (sometimes, except when I'm tired, or there's red wine involved, etc.) but the calculator would be nice to have (OK, I admit, it's a fun side project with little actual value). My son also gets a kick out of seeing the exact percentages. Anyways, if I were a computer science guy I'd write an android app, but I'm not. I have figured out how to make the code work with the serial i/o of a consumer micro-controller (Arduino Uno, if you care).

What I need to know is this: by the end of RotR, what is the max number of dice and max plusses on any given check? I'm on the beginning of deck 3 now. I can purchase a numeric keypad and separate LCD screen, or I can get an integrated module with LCD and 5 buttons. If there are never more than 5 dice, or more than +5 to a check, 5 buttons will suffice. If there's more (which I suspect, as I already have +4 to a couple checks) I may need to be able to input integers. Hmm. I guess I could do a ranging option on the plusses. I'd like to minimize button presses, though if this is going to be quick enough to actually use.

Thanks.


Another timing question. Both the Foul Misgivings card and the Haunt card say "when you encounter the Haunt..." Do you get to attempt to close the location before you take the roll for fighting Iesha? I figured you did, since the Haunt says "immediately." Which "when you encounter" takes precedence, the one on the Haunt card or the Scenario card. It matters because I wanted to use a blessing to assure the location closing check and was afraid I'd get take damage and have to discard the blessing it if I fought Iesha first.

Thanks.


I had a question last night as I was playing. How does monster "if undefeated" damage work with regular combat damage? I was playing it that you take the combat damage (from failing the check) and then take the additional damage from the likes of Plague Zombie ("if undefeated, take constitution check and take 1d4(?) acid damage if fail". In past games, though, I think I took this damage instead of the combat damage. Cruising the forums confirms that the first scenario is correct for the plague zombie. There was another card (that I can't recall right now, sorry) that said "instead of damage, discard the top card of your deck" or something like that. In this case, do I take the combat damage first? If so, what's the point of "instead of" clause? Intuitively, I would not take the original combat damage in this case, but that doesn't fit with the "finish the check" timeline.

Thanks.


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Brainwave wrote:
I've known guys that would rage over poor rolls but that takes it to a new level. Considering I usually avoid playing with the ragers whenever possible, I'm a little scared what your brother might be like during a game.

Actually, he's fine during the game. More mild mannered than the rest of my family, TBH. He had been tracking these dice for a while and was fairly convinced he wasn't going to use them any more, so he was probably looking for something fun to do with them. Besides, he plays an Imperial Guard army, so having his Commissar execute the low performers is in character for the game!


My brother came up with a straightforward way to take care of this problem. He plays Warhammer 40K (which involves rolling handfuls of d6 for every check) and had a few dice that he was convinced were poor performers. He took them into the woods and blasted them apart with a pistol (or rifle, I forget now) to "encourage" the rest of the dice in the bag. I haven't heard if his average roll has gone up as a result.