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routing

 
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JJ4Play
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Joined: 28 Jan 2013
Posts: 4
Location: michigan

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PostPosted: Thu Feb 14, 2013 7:15 pm GMT    Post subject: routing Reply with quote

I was readijg an old Dragon Dice rule book and saw a rule called "routing." Does any one play wirh this rule, and if not why not? Also why was the rule removed?
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piMaster
rare
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Joined: 16 Jan 2005
Posts: 3235
Location: Rockford, IL

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PostPosted: Thu Feb 14, 2013 7:29 pm GMT    Post subject: Reply with quote

http://sfr-inc.com/bb/viewtopic.php?t=2338
http://sfr-inc.com/bb/viewtopic.php?t=106
No one uses it that I know of. It would rarely apply (if anyone bothered to check in the first place) and slowed the game down.
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AC
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Joined: 26 Feb 2012
Posts: 317
Location: DC GMA

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PostPosted: Thu Feb 14, 2013 11:12 pm GMT    Post subject: Reply with quote

Additionally, it could prove disastrous for armies that featured or were composed entirely of units that lacked a distinct "Save" face. I'm not sure if the "Bernie the Firewalker" post(s) still exist in the archives, but they demonstrated the point mathematically.

In short: Some units (such as, say, most Coral Elf 6-siders) have no Save face and must rely on rolling an ID to generate saves (away from a Coastland, for the Coral Elves). As the number of such units in an army increased, c.p., the probability of being routed increased. A single common at a Flatland would be almost guaranteed to rout 1000 Coral Elf Fighters, because they could not produce more Saves than ID's.

And, like piMaster said, the terrain changing and "pursuit" options were unnecessarily complicated and tended to force the game through more turns than otherwise.
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