Wednesday, October 7, 2009

Sleepy me.

I am not sure why I am sleeping so much, but I am feeling better, just tired. *sigh* Such is life.

Had a lot of fun Tuesday night running the Crypt Crawl game. The holes in the game are closing up nicely. We are working on the presentation and wrap up for the rules. Among those thoughts is finding memorable name for important rules features.

The Terrible Two's. Not good to roll a "2" on 2d6. You are stunned, surprised, or just bemused. You will use your actions to "Recover", then you are back to normal.

Streaks. Rolling a 10, 11, or 12 is good. You are on a streak. You will roll another 2d6 and add it to the result. Oh, 10, 11, 12 again? Keep the streak going! An initiative roll of 29 really happens. 50 plus damage in a swing? yup. A defense roll of 34, sure, why not.

The Defensive part of combat has changed in Crypt Crawl. Every time you get physically hit you get a 2d6 Defense Roll. No set number. A Terrible Two equals no (zero) defense... Armor has to be Activated by using an Action. If you have an Active Armor number, it is added to the 2d6 roll... If you use an Action to Parry you get to add the Parry adding the Parry Values of your equipment.

And finally, the third pic from our last game.

photocc1

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