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Tesseract
dragonfoal



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PostPosted: Fri Jan 18, 2008 10:21 am GMT    Post subject: Hello? Reply with quote

Is this project still alive? or is it dead in the water, cause I really wanted to play some DDDuels.
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goldbh
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PostPosted: Fri Jan 18, 2008 7:17 pm GMT    Post subject: Reply with quote

It sure did sound like an interesting variation Razz
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Tesseract
dragonfoal



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PostPosted: Sat Jan 19, 2008 7:31 am GMT    Post subject: Reply with quote

oh well, i'm already working on my own variation of DDDuels...
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cliffwiggs
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PostPosted: Mon Jan 21, 2008 9:23 am GMT    Post subject: Reply with quote

The original Duels was created by MarkW, and when I started this area he said he wanted to stay in charge, but I haven't seen hide nor hair of him...

I think Duels is a good concept and want it to be fleshed out. I know that I won't be able to devote any time to it until atleast after Gencon and thats only if I sacrifice a few other projects..

Sad
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Tesseract
dragonfoal



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PostPosted: Mon Jan 21, 2008 1:43 pm GMT    Post subject: Reply with quote

I completely understand, though if you guys want to see my rule addons for Mark's Original Rules stuff, just say so.
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PostPosted: Mon Jan 21, 2008 8:27 pm GMT    Post subject: Reply with quote

Thats what this area is for, to discuss this variation of play. So if you have some rules that you are currently using as house rules, post'em and if everyone likes them...
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Tesseract
dragonfoal



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PostPosted: Tue Jan 22, 2008 7:59 am GMT    Post subject: Reply with quote

Here you guys are, haven't finished the spell lists atm, but oh well.

Quote:
Basic Rules

Object of the Game
The Object of the Dragon Diceâ„¢ Duels game, you use dice to represent a single individual of a fantasy race who challenges other participants to a friendly-yet competitive-combat of magic, missiles, and melee. Your Duelist can also engage vicious monsters, fierce brigands and despicable outlaws, and, ultimately, dreaded dragons on his or her personal quest for glory. Any number of players can share in this endeavor. The goal for each individual is to acquire the highest rank possible through victories at dueling and adventuring.


Basic Terms
There are a few terms you'll want to become familiar with before getting started. They'll help you understand the rules your first time through.

• Attribute: Each six-sided and ten-sided die represents a single skill, or ability, of a Duelist, monster, or encounter. The ten-sided dice are skills unique only to monsters and encounters; however, encounters can be a combination of ten- and six-sided dice. Duelists skills are only represented by six-sided dice. A Duelist must perform a heroic quest to gain a new attribute.
• Character: A Duelmaster controlled non-Duelist, non-monster, non-dragon encounter.
• Combat: An encounter which escalates to violence in which permanent damage can be sustained. See Duel
• Damage:
∘ Temporary: The non-deadly damage sustained during competitive duels which can be healed by any individual capable of casting restorative spells.
∘ Permanent: The deadly damage sustained during combat with dragons, monsters, and brigands (and the occasional nefarious Duelist) which can only be healed by true mages (e.g. a Duelist with only magic attributes).
• Dragon: The single-color twelve-sided dice aren't attributes and can't be part of a Duelist-they're dragons. Dragons come in two forms: drakes, which have wings, and wyrms, which are wingless. Duelists of lower ranks should avoid dragons
• Duel: A type of combat between Duelists at a particular terrain in which temporary damage is sustained. The battle between a Duelist and a character, monster, or dragon is termed a combat, not a duel. A combat can result in permanent damage and the loss of life; the damage sustained during a duel is temporary and rarely results in the loss of life.
• Duelist: All of the dice-attributes and magic items-representing a player's fictional character or persona. At the start of a game, each player begins with one common six-sided die, or attribute, of a single race which represents the Duelist. As experience is gained, additional dice are added to the Duelist to represent an increase in skill and the acquisition of possessions.
• Duelmaster: A referee, judge, and game master for Dragon Diceâ„¢ Duels.
• Encounter: Contact with a Duelist, dragon, monster, or character.
• Monster: Ten-sided dice represent monsters. Occasionally, monsters will also have six-sided dice to represent a unique skill they have acquired.
• Rank: A summation of the health of a Duelist's attributes (see chart below).
• Target: Valid targets include Duelists, monsters, dragons, and characters.
• Terrain: The eight-sided dice represent terrain-the land or location that Duelists are upon when dueling each other or when combating monsters, dragons and encounters. The faces on each terrain die are numbered from 1 to 8, and each face features an action icon (such as melee, missile, or magic). These action icons determine, abstractly, the distance between Duelists at the terrain and the type of action they can engage in. When a terrain's initial roll is an eighth face, the Duelist who selected the terrain is at double maneuvers and saves for the combat.
• Terrain Cache: Each Duelist starts the game with a cache of four terrains, one of each type (i.e. coastland, flatland, highland, and swampland). Each Duelist selects the eighth faces for the terrains which they bring to the game.


Outline of Play and Turn Sequences

Outline of Play
Preparation For A Duel:
1. Determine Starting Distances.
2. Roll for initiative.
3. Choosing Advantages.

Turn Sequence:
1. Attack.
2. Counter-attack.
3. Roll For Advantage.
4. Repeat Turn Sequence Until A Winner is Chosen

Preparation for a Duel
1. Determine Starting Distances
• Both players roll the terrains they brought to the duel.
• Only one terrain per player is allowed.
2. Roll for Initiative
• In the initiative phase, your looking for maneuver icons. The player with the most maneuvers wins the initiative phase and chooses their advantage.
3. Choosing Advantages
• Winner of Initiative may either
∘ Choose terrain to fight at, or
∘ Gain the advantage.
• Having the advantage allows you to go first, but choosing terrain may also give you the upper hand. Depending upon your strengths and weaknesses, you can choose the type of terrain you would like to play at.

Turn Sequence
Each turn is performed in the following order:
1. Attack
• Player with the advantage rolls to attack.
• Player with the disadvantage rolls to defend.
2. Counter-Attack
• Player with the disadvantage rolls to attack.
• Player with the advantage rolls to defend.
3. Roll for Advantage
Player winning the advantage (with ties going to the player previously having advantage) may:
• Move the terrain die up or down one step,
• Leave the terrain unchanged,
4. Repeat Turn Sequence If needed.


Reference Section

Combat Rules
Attributes count towards a duelists health total. If a duelists health drops below or hits 0, he or she faints and loses that duel. In the Outlands, where combat is fatal, if the duelists health drops below or hits 0, he or she dies, and can be revived by a healing spell cast by a true mage only if the points of health restored is over half the duelists Health, in which case, only the amount of health restored is actually restored.

Face icons count towards whatever you are rolling for, for the amount of the ATTRIBUTES health, not your total health.

Experience Tables
Experience Needed For Level:
Level 1 -- 0
Level 2 -- 500
Level 3 -- 1200
Level 4 -- 2700
Level 5 -- 5200
Level 6 -- 10200
Level 7 -- 21000
Level 8 -- 48000
Level 9 -- 98000
Level 10 -- 210000

1st thru 3rd levels
Experience for 1st - 3rd level wins:
1 health -- 100
2 health -- 200
3 health -- 400
4 health -- 600
5 health -- 800

Experience for 1st - 3rd level Losses:
1 health -- 50
2 health -- 100
3 health -- 200
4 health -- 300
5 health -- 400

4th thru 6th levels
Experience for 4th - 6th level wins:
3 health -- 50
4 health -- 100
5 health -- 200
6 health -- 400
7 health -- 600
8 health -- 800

Experience for 4th - 6th level losses:
3 health -- 25
4 health -- 50
5 health -- 100
6 health -- 200
7 health -- 300
8 health -- 400

7th thru 10th levels
Experience for 7th - 10th level wins:
6 health -- 50
7 health -- 100
8 health -- 200
9 health -- 400
10 health -- 600
11 health -- 800
12 health and beyond -- 1200

Experience for 7th - 10th level losses:
6 health -- 25
7 health -- 50
8 health -- 100
9 health -- 200
10 health -- 300
11 health -- 400
12 health and beyond -- 600

Level Progression
Note: You may not promote to a 4 health attribute, you MUST recruit it.
Note: You may recruit as a dragon kin, but each recruitment of a dragon kin takes twice the health of a normal recruitment, so to recruit 1 health worth of dragon kin, you must expend 2 health of Level Points.
Note: Even if you use 2 health of level points to recruit a 1 health dragon kin, you still gain 2 health points.
Level 2: Recruit a 1 health Magical item or attribute; or, promote an attribute by 1 health.
Level 3: Recruit any combination of up to 2 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 2 health of attributes; or, recruit and promote magical items or attributes not to exceed 2 health of attributes.
Level 4: Recruit any combination of up to 2 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 2 health of attributes; or, recruit and promote magical items or attributes not to exceed 2 health of attributes.
Level 5: Recruit any combination of up to 3 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 3 health of attributes; or, recruit and promote magical items or attributes not to exceed 3 health of attributes.
Level 6: Recruit any combination of up to 3 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 3 health of attributes; or, recruit and promote magical items or attributes not to exceed 3 health of attributes.
Level 7: Recruit any combination of up to 4 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 4 health of attributes; or, recruit and promote magical items or attributes not to exceed 4 health of attributes.
Level 8: Recruit any combination of up to 4 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 4 health of attributes; or, recruit and promote magical items or attributes not to exceed 4 health of attributes.
Level 9: Recruit any combination of up to 5 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 5 health of attributes; or, recruit and promote magical items or attributes not to exceed 5 health of attributes.
Level 10: Recruit any combination of up to 5 health of magical items or attributes; or, Promote any number of attributes 1 step, not to exceed 5 health of attributes; or, recruit and promote magical items or attributes not to exceed 5 health of attributes.

Dragon Rules
• You may summon a dragon in the beginning of the turn, when you have advantage. If you do, your duelist is removed temporarily from the game, and the dragon takes over. The dragon stays in the game for one turn and then leaves. you may only summon one dragon per encounter.
• Bash, Decapitate, and Impale affects dragons normally, but offensive unit-targeting spells and SAIs only affect dragons if they roll a belly or if their automatic saves have been negated.
• The action icons on wyrms and drakes are changed as follows:
∘ Belly: The dragon's five automatic saves do not count for the present action.
∘ Breath: May be used during any action (i.e. magic, melee, and missile, including all save rolls) but only against an opposing army at the same terrain. Use the original dragon breath rules. Any breath may alternately target an opposing dragon (except those of the same color), negating its five automatic saves until the beginning of the acting player’s next turn.
‣ Black Dragon Breath (Disease): Five health-worth of units in the target army are killed, no saves possible. The target army ignores all its ID results until the beginning of its next turn. Note: The ID results from a unit rolling to avoid an individual-targeting effect are not affected.
‣ Blue Dragon Breath (Lightning): Five health-worth of units in the target army must save individually or be killed. Until the beginning of the target army’s next turn, the only rolls the target army can make are save and save avoidance rolls. All other rolls are either not allowed, or, if a combination avoidance roll that includes saves, becomes simply and only a save avoidance roll.
‣ Gold Dragon Breath (Turn to Stone): Five health-worth of units in the target army are killed, no saves possible. Target army’s maneuver results are halved until the beginning of its next turn.
‣ Green Dragon Breath (Poisonous Cloud): Five health-worth of units in the target army must save individually or be killed. Those that are killed must save again or be buried. Target army’s missile results are halved until the beginning of its next turn.
‣ Ivory Dragon Breath (Life Drain): Five health-worth of units in the target army are killed, no saves possible.
‣ Red Dragon Breath (Flame): Five health-worth of units in the target army are killed, no saves possible. The units killed must then either save or be buried.
∘ Claws: During melee, a dragon's claws inflict six points of damage. Claws also count as three maneuver results.
∘ Jaws: Acts as an ID icon producing five magic (color of dragon; may be doubled), maneuver, missile, or save results, or twelve melee results, as needed.
∘ Tail: During melee, the dragon inflicts three points of damage and may immediately roll again.
∘ Treasure: Counts as an ID icon producing five magic (color of dragon, may not be doubled), maneuver, melee, missile, or save results, as needed.
∘ Wing: Counts as five maneuver or five save results (like Fly), as needed. When rolled during a maneuver or action, the drake may immediately fly to any terrain in play instead. A flying drake may carry a single non-dragon unit.
• A dragon counts it's melee results as if they were magic results when rolling for magic. It may casts spells based on its color from all spells available, including both basic spells and racial spells.
• During melee, non-dragon units may apply missile results as damage to opposing dragons in addition to any melee results rolled.


People and Places of Interest

• Arena: The premier location for all honorable duels. Dragonlords, Dragonmasters, and Dragonslayers keep the peace.
• Mystic/Healer: A true mage of tremendous power capable of healing permanent damage and granting quests. Also rumored to have the ability to unearth new magic spells.
• Adventurers' Supply Shop and Armory: A place where you can outfit your Duelist with magic items.
• Wayward Inn: If you can avoid the cutthroats, you may gather useful information in this den of thieves.
• The Warlock: A nasty curmudgeon you do not want to meet.
• The Outlands: Dragons, monsters, and brigands roam here.


Magic Rules
Magic is not as simple as looking up a spell and then casting it. First you must have the necessary amount of magic Icons to cast the spell. Then you must learn the spell. A duelist will learn a spell for each level he or she has a magic icon, unless all the spells able to be learned at that amount of Magic Icons is learned, in which case, the duelist does not learn a spell that level until new magic icons are available. (for the sake of simplicity, the ID icon of each attribute does not count towards their magic icon total.)

Below is a list of basic spells learn-able by any race who matches the color needed to cast the spell.


Basic Spell Lists

Black (Death) Spells
2 Ashes to Ashes: Choose 1 health-worth of a target's damaged attributes to be removed from combat.
3 Palsy: Target suffers a -1 penalty to all results.
3 Reanimate Dead: Restore 1 health-worth of damaged attributes.
4 Deadlands: Terrain gains the black (death) element.
4 Finger of Death: Inflict 1 hit on a target attribute which may not roll to save. Caster chooses type of damage.
6 Open Grave: Target's attributes suffer no temporary damage. Additionally, permanent damage is counted as temporary damage.

Blue (Air) Spells
2 Hailstorm: Inflict 1 hit on a target. Caster chooses type of damage.
3 Breath of Life: Restore 1 health-worth of damaged attributes.
4 Wind Walk: Target gains 4 maneuver results.
6 Lightning Strike: Target attribute must save or be damaged. Caster chooses type of damage.

Gold (Earth) Spells
2 Stoneskin: Add 1 save to the target.
3 Dust to Dust: Choose 1 health-worth of a target's damaged attributes to be removed from combat.
4 Path: Caster may turn the terrain to the next nearest action, or, if in melee, to the eighth face.
5 Transmute Rock to Mud: Subtract 6 maneuver results from the target.

Green (Water) Spells
2 Watery Double: Add 1 save to the target.
3 Wall of Ice: Add 3 saves to the target.
5 Flash Flood: Reduce the terrain die one face unless any opposition at the terrain can immediately roll at least 8 maneuver results.
6 Wall of Fog: Halve all maneuver and missile results at the terrain.

Red (Fire) Spells
2 Ash Storm: Subtract 1 from all results at the terrain.
3 Spark of Life: Restore 1 health-worth of damaged attributes.
4 Burning Hands: Target attribute's melee results are doubled.
6 Dancing Lights: Target's missile and magic results are halved.

Racial Spell Lists
Amazon Spells
4 (Black) Honor the Dead: Target attribute cannot be removed from combat if injured.
3 (Blue) Airy Acquisition: Target one of an opponents magical items or attributes. It is now yours until the end of the next turn sequence.
5 (Gold) Higher Ground: Subtract 5 from all melee results at the target terrain.
6 (Green) Deluge: Subtract four maneuver and four missile results at the terrain.
4 (Red) Flaming Spears: Target attributes missile results are doubled.

Coral Elf Spells
4 (Blue) Blizzard: Halve all melee results at the terrain.
4 (Blue) Degenerate Dragonkin: For the rest of the combat, all dragonkin attributes automatic saves are negated.
3 (Green) Bloat Corpses: Choose one of a target's damaged attributes to be removed from combat.
5 (Green) Part Water: Target terrain loses the water (Green) element.

Dwarven Spells
2 (Gold) Earthen Armor: Target attribute gains an extra save.
4 (Gold) Explode Stone: Target any enemy magical item. Target item is immediately removed from combat.
9 (Gold) Create Mountain: Target terrain gains the Highlands type as well as its normal types.
3 (Red) Reforge Item: Target one of your magical items that has been removed from combat. Immediately returned to you.

Feral Spells
2 (Blue) scent of fear: Subtract one save result from target attribute.
3 (Blue) Call of the Wild: Target attribute gains a melee result.
4 (Blue) Wilding: One of your attributes may double its melee or save results once.
2 (Gold) Hide: One of your attributes or magical items cannot be the target of missile, melee or magic.
4 (Gold) Backlash: After any spell is cast and resolved (Besides this one), target duelist who cast the spell must roll and save against an amount of damage equal to the casting cost of the target spell.

Firewalker Spells
3 (Blue) Blue Elemental Blast: Target a non-blue spell in play. Target spell is immediately negated.
3 (Blue) Dust Devil: All missile results are halved.
5 (Blue) Mirage:
3 (Red) Firebolt: immediately inflict one point of damage on an opponents attribute. Caster chooses type of damage.
3 (Red) Red Elemental Blast: Target a non-red spell in play. Target spell is immediately negated.
3 (Red) Flashfire: Until the beginning of the next turn sequence, during any non-maneuver roll, any one one of your attributes whose last roll result has not been
finalized may be rolled again. The selected attribute ignores its last roll result and applies the new roll result instead.

Frostwing Spells
3 (Black) Magic Drain: Subtract 2 of all magic results from target terrain.
3 (Blue) Wind wall: Target attribute gains three extra saves.
5 (Blue) Fields of Ice:
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DEEPBLUEB2
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PostPosted: Tue Jan 22, 2008 8:06 am GMT    Post subject: Reply with quote

Tesseract wrote:
If a duelists health drops below or hits 0, he or she faints and loses that duel.

What if you just get Dizzy? Laughing Laughing

Nice to see you have added a sense of humor as well...
Seems like something Mark would like. Very Happy
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Tesseract
dragonfoal



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PostPosted: Tue Jan 22, 2008 8:22 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Tesseract wrote:
If a duelists health drops below or hits 0, he or she faints and loses that duel.

What if you just get Dizzy? Laughing Laughing

Nice to see you have added a sense of humor as well...
Seems like something Mark would like. Very Happy


Laughing I dunno, haven't really thought of that.
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PostPosted: Tue Jan 22, 2008 11:59 am GMT    Post subject: Reply with quote

Quote:
3 (Red) Reforge Item: Target one of your magical items that has been removed from combat. Immediately returned to you.


4 (Gold) Explode Stone: Target any enemy magical item. Target item is immediately removed from combat.


This effects medallions?artifacts?
Should really cost per/health then

Quote:
3 (Blue) Airy Acquisition: Target one of an opponents magical items or attributes. It is now yours until the end of the next turn sequence.


Same thing... 3 is very little to capture 4 health magic item..even if it is temporary


Quote:

4 (Blue) Degenerate Dragonkin: For the rest of the combat, all dragonkin attributes automatic saves are negated.


Dragonkin already have auto saves negated if they match the color of the dragon attacking...
kind of takes away the threat of the presence of a coral elf (Being able to bury dragonkin thru degenerate dragonkin)...versus the magnitude you are allowing a dwarf to have with the magic item control.
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PostPosted: Tue Jan 22, 2008 12:10 pm GMT    Post subject: Reply with quote

Quote:
2 (Blue) scent of fear: Subtract one save result from target attribute.
3 (Blue) Call of the Wild: Target attribute gains a melee result.


Not sure I like these either...
scent of fear:
I need to be able to chase away commons,
not fight them.

Allowing Hide to effect magical items is a nice twist,
since you are allowing magic items to become targets thru dwarf spells.
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PostPosted: Tue Jan 22, 2008 12:12 pm GMT    Post subject: Reply with quote

PS
I'm not complaining...
I'm just addressing what hits me first.... Wink
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PostPosted: Tue Jan 22, 2008 12:14 pm GMT    Post subject: Reply with quote

Quote:
3 (Blue) Blue Elemental Blast: Target a non-blue spell in play. Target spell is immediately negated.


believe me...I would love to see this spell only cost 3....

negating all wind walks for 3 blue...nice Laughing
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PostPosted: Tue Jan 22, 2008 12:20 pm GMT    Post subject: Reply with quote

I have not played Duels...
but this seems a little unbalanced...

ie

Finger of Death inflicts one point per spell....

but elemental Blast negates the spell no matter what the cost is.

In this ratio....
Explode stone should cost per health,
or else Finger of death should kill any health. (not just one health per 4 magic)

just my take on what I am reading...
again
I never player Duels
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PostPosted: Tue Jan 22, 2008 1:44 pm GMT    Post subject: Reply with quote

Quote:
• A dragon counts it's melee results as if they were magic results when rolling for magic. It may casts spells based on its color from all spells available, including both basic spells and racial spells.


Yikes!!~!! Shocked
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Tesseract
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PostPosted: Tue Jan 22, 2008 2:19 pm GMT    Post subject: Reply with quote

yeah, I am a novice when it comes to game creation... so if you guys feel it is unbalanced, by all means post some fixes.
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Tesseract
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PostPosted: Thu Feb 07, 2008 9:33 am GMT    Post subject: Reply with quote

I will try and look through the PDF's i made of the rules later on this week, and post some fixes... unless someone has some objections of me doing it???
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