*
Welcome, Guest. Please login or register.
April 27, 2024, 11:52:19 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Recent

Author Topic: SKULLDRED skirmish rules Beta 2.4 update  (Read 7356 times)

Offline Comsquare

  • Scatterbrained Genius
  • Posts: 2605
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #15 on: February 20, 2011, 02:42:42 PM »
Hei Dave,

red 2.03 today and dicovered right now the new version.
Had a quick check and after that a small question.

A modells toughness is Size-1, right?
If so, than the Quickstart Cards are wrong ;)
I also think that the pointcosts of the Quickstart Sorcerer are not quite right.

Otherwise, very nice system

Offline Delaney

  • Scientist
  • Posts: 387
  • With great power comes great power bills.
    • Delaney King
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #16 on: February 20, 2011, 11:17:31 PM »
Cheers all!

Doh!  Damned character cards... Someone suggested making the rule you have to roll equal to a creatures toughness to kill it- and just make it size+armour.

Delaney King:  Digital Artist, Sculptor, Character Artist, TransDimentional Spatula Wielder, Sandwich.
My retro mini blog:  http:www.kingsminis.blogspot.com       My own minis and games:  www.darklinggames.com

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #17 on: March 02, 2011, 01:10:04 AM »
Just had a thought on casting magic - what about sacrificing a dredskull to invoke total power so a spell is cast automatically  - for those critical moments when you really need to pull something out of the bag...  >:D

Might be an idea to only allow this for spells cast against a single target - no dice splitting?

Otherwise its working well - especially bringing the cost of magic dice down to 5GC.

New combat rules also are working well - should have Escape from the Larder of Doom!!! written up tomorrow all being well...  :D

Offline Delaney

  • Scientist
  • Posts: 387
  • With great power comes great power bills.
    • Delaney King
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #18 on: March 02, 2011, 11:28:12 AM »
Cant wait- did you play reversed dice/size rules? 

Offline Thantsants

  • Scatterbrained Genius
  • Posts: 2142
    • Somewhere the tea's getting cold...
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #19 on: March 02, 2011, 09:12:03 PM »
Yep - if you mean size gives you number of combat dice and the target number is your combat level - works well and feels right.

To Kill has been good too - just not for the poor old skellies!  lol

Offline Delaney

  • Scientist
  • Posts: 387
  • With great power comes great power bills.
    • Delaney King
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #20 on: March 02, 2011, 10:25:57 PM »
Lovely news- thats pretty unanimous then- think I may just have to type that up once I finish work today!

Offline hummus

  • Librarian
  • Posts: 108
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #21 on: March 04, 2011, 03:03:47 AM »
just reading the rules
is there an army roster for the different fantasy races somewhere on your site?

Offline Delaney

  • Scientist
  • Posts: 387
  • With great power comes great power bills.
    • Delaney King
Re: SKULLDRED skirmish rules Beta 2.4 update
« Reply #22 on: March 04, 2011, 08:33:23 AM »
No army lists.  Pah.  I spit on army lists.


There will be once I have the rules fixed up.

 

Related Topics

  Subject / Started by Replies Last post
80 Replies
18321 Views
Last post September 03, 2010, 08:50:03 PM
by Thantsants
4 Replies
2460 Views
Last post December 01, 2010, 10:32:51 AM
by Comsquare
16 Replies
5256 Views
Last post October 15, 2011, 02:42:43 PM
by Delaney
10 Replies
4704 Views
Last post December 24, 2013, 10:28:53 AM
by Adm Richie
8 Replies
2003 Views
Last post April 14, 2014, 10:12:40 AM
by qazbnm