| As a life-long D&D player, I have to say that this was a great idea. I ran this game as a team-based 4 vs 4 at my last party. Each team consisted of all 4 D&D archetypes. I had to create a rule where a player can only be double-teamed and not triple- or quadruple-teamed in any given round. This prevented all 4 team members from ganging up on a single player to quickly reduce the other teams numbers and to help spread the drinks around.
Here are some additional ideas I am thinking of implementing when I try this game again.
Fighter: May intercept drinks intended for a teammate once per round. The "strongest" drinker should therefore play the fighter who helps "protect" his teammates.
Cleric: May elect to cast a Healing Spell in any given round in lieu of attacking. The cleric selects the strength of the healing spell in the same manner as the attack dice are used; however, if a Healing spell is successful, the Cleric may reduce an attack on himself or a teammate by the number rolled on the Healing die.
Thief: May attempt to "Hide in Shadows" every other round on a roll of 12 or less. A Thief who successfully hides avoids all attacks directed at him in the given round; however, the Thief may not himself attack in the same round he elects to hide. In the next round, the Thief must attempt to "Backstab" an opponent. On a Backstab attempt, the Thief is allowed to roll the attack die of his choice twice and take the better of the 2 rolls. A Thief scores double damage on a roll of 1 or 2 when performing a Backstab.
Wizard: May cast Magic Missile every other round. This attack never misses but only causes 2 to 5 points of damage (1d4+1). Note that a Fighter may not intercept this attack for a teammate. |
Posted by dobutrex  |
2010-02-28 06:03:55 |
| That is one of the best games I've ever heard of. Definitely going to play this one. LOL. |
| Posted by Anonymous |
2006-02-02 00:00:00 |
| Wow. That's all I can say. |
| Posted by Anonymous |
2004-12-08 00:00:00 |
| drinkdrankdrunk this game fucking rocks i appreciate the time and quality put in to this game but myk elf is dead |
| Posted by Anonymous |
2003-05-25 00:00:00 |
| I submitted these with the original game, but they were evidently ommitted due to space/difficulty reasons. But give them a try!
Rules Addition: CHARACTER CLASSES
Fighter: Only fighters can use all weapons dice without penalties. However, because of their physical might, they incur a penalty of one additional cap paid for each spell
attempted.
Thief: Thieves can use all but the D12 without penalty, but incur a +1 to attack roll when using the D12. In addition, as a special attack, when a thief rolls a critical hit (1) on the D20, he can steal 1/2 of the opponent's caps (adjusted up).
Cleric/Priest: Clerics can use the D4,D6, and D8 without penalty, but incurs a +1 to attack roll when using the D10 and a +2 to attack roll when using the D12. As a special bonus, clerics can heal damage on other players -- injured player can reduce drinks by one for each cap paid to cleric. Because of the physical strain in performing such a healing, cleric has to drink equal to 1/2 of caps paid (rounded up). So the more the cleric heals other players, the more caps to cast spells, but with a personal sacrifice for his effort.
Wizard: Wizards can use the D4 & D6 without penalty, but incurs a +1 to a D8 attack roll and +2 to a D10 attack roll. Wizards can't use the D12. Wizards casting spells can reduce caps required by one (minimum 1 cap for spells cast). Special Spell attack:
Rolling a critical 1 on any spell cast allows wizard to impart spell effects on ALL players.
|
| Posted by Anonymous |
2003-02-12 00:00:00 |
| I submitted these with the original game, but they were evidently ommitted due to space/difficulty reasons. But give them a try!
Rules Addition: CHARACTER CLASSES
Fighter: Only fighters can use all weapons dice without penalties. However, because of their physical might, they incur a penalty of one additional cap paid for each spell
attempted.
Thief: Thieves can use all but the D12 without penalty, but incur a +1 to attack roll when using the D12. In addition, as a special attack, when a thief rolls a critical hit (1) on the D20, he can steal 1/2 of the opponent's caps (adjusted up).
Cleric/Priest: Clerics can use the D4,D6, and D8 without penalty, but incurs a +1 to attack roll when using the D10 and a +2 to attack roll when using the D12. As a special bonus, clerics can heal damage on other players -- injured player can reduce drinks by one for each cap paid to cleric. Because of the physical strain in performing such a healing, cleric has to drink equal to 1/2 of caps paid (rounded up). So the more the cleric heals other players, the more caps to cast spells, but with a personal sacrifice for his effort.
Wizard: Wizards can use the D4 & D6 without penalty, but incurs a +1 to a D8 attack roll and +2 to a D10 attack roll. Wizards can't use the D12. Wizards casting spells can reduce caps required by one (minimum 1 cap for spells cast). Special Spell attack:
Rolling a critical 1 on any spell cast allows wizard to impart spell effects on ALL players.
|
| Posted by Anonymous |
2003-02-12 00:00:00 |
|