Discussion in 'Off-Topic English' started by Pander22, Apr 26, 2019.
Rolling in a box is good. Dice towers are better, they eliminate any of the soft rolling techniques for getting the results you want. (These techniques are easier to pull off with d6 than d20, but I am sure someone out there has practiced d20 rolling) I have some dice towers that are built to be part of the table scenery. Someday I will get off my lazy butt, and post something in the terrain forum about dice towers.
Zen Terrain do a neat piece that is both a building you can roll dice on and a disguised dice tower.
No link sadly due to forum rules.
Antenociti also had a building that was also a dice tower in one of their kickstarters, no idea if it was released or not on their store
We tend to roll on flat "terrace" roofs of our buildings here (carefully choosing those that aren't currently occupied).
All the dice remian on their roofs untill successes are accounted for (then the loosing party needs their dice to make ARM / BTS rolls, naturally).
But I don't recall having a cheating problem in our meta, if memory serves me.
An American player who went to Interplanetrio (I wont specify who or which year) told me about his troubles with a Euro player who was just soft dropping his d20s on the neoprene mats and often getting his target numbers. He politely asked to have the player actually roll, and eventully had to get a judge to force him to comply. The player was apparently making a big show about angrily and forcefully rolling his dice past that point.
So yeah some people have figured it out, but people picking up their dice quickly or just saying "I crit!" instead of leaving their dice down and letting their opponent verify the target numbers is a much more common shady practice.
Sure, but this is an unusually dramatic and confrontational game with a lot of in-built uncertainty, so players are always trying to make it less risky and feel less dangerous in that way, and by agreeing the outcomes for positions before they move there.
I'm not a fan of those styles of play because I like the drama and risk of the game as it is, but I do like Micro Art Studio tiled play-mats, whose grid provide a guide for weapon ranges right there on the tabletop. No doubt competitive players dislike them, but they’re highly recommended for less experienced players like myself.
Not to start up the debate in this thread; but playing with intent is mostly done for convenience, a sense of cooperative play, and to speed up the game.
As for the MAS mats, or really any mat someone has played on, or hell even typically used terrain sets or buildings, yes it can allow for a bit of "pre-measusing" if you are familiar enough with any of them. As an experienced mini gamer, I generally can be accurate in guessing measurements within an inch in most cases, so if it's an aid to newer players I don't mind one bit. Eventually you get to a point where those "aids" aren't that helpful just because you already can guess accurately enough.
Are you friends with other people who play there? Do you know the TO? There have been several good suggestions in here, but I'd like to throw out getting the TO/group to make a ruling/agree as a whole to make sure that all dice rolls are out in the open and that opponents have a chance to see them before they are picked up.
Coming from the TO this makes it a whole-group thing without feeling like any one player is being singled out and it isn't an unreasonable rule to have.
Any picked dice are assumed to be failed results. If you pick an actual crit, it's your loss.
As someone with plenty of experience playing competitive sport, I'm very familiar with the way members' clubs (like golf, tennis, chess and bridge clubs) commonly make rules for themselves, and always surprised how rules-averse tabletop gamers tend to be.
Members' clubs are owned by the members and run for the benefit of its membership, making rules at regular committee meetings which any member can attend. These are subsequently published, along with explanations about what was said by whom.
We had a lot of success running my Tokyo-based Magic: the Gathering club - Watchwolf MTG like this. Committee meetings were held in Pepper Lunch after the mid-week tournament, and our food and beer-assisted debates were a key feature of the club.
These basic rules helped keep out the spikes and cheats, and we realised it works because the level of competitiveness is controlled by the weaker, less experienced or less competitively-inclined player, so we used the same approach at the Infinity showroom too.
If a player displaces scenery or models, their opponent can replace them to their satisfaction.
If a player fails to declare which ammunition they're using before rolling, their opponent chooses it for them.
The Active player can request any degree of Intent for a Unit's position, but it's allowed strictly at the Reactive player's discretion.
I think this basic approach probably holds true for any situation you encounter without having made a ruling for: put all the decisions for rectifying an errors that could be abused into the hands of the player who stands to be disadvantaged.
That's a really good rule of thumb, too.
I like it. I also feel a little bad for MULTI users with stun ammo though haha.
I think this is a really good practice to help newcomers understand mods. I've done this so many times that it's become standard to just say out loud the target numbers like this.
Same here, I am always wondering how some Communities can exist on with people who are literally trying to destroy it. Respect to the WarCor, who isnt giving up
I am playing for nearly two years now and am a decent player I still say mods and target numbers out load because I still can overlook something and it feels fair to me, both sides know how it came to be and what is going on. I don't expect the enemy to know all of my units profiles so I don't think they could know how I got that target number if thats the only thing I am telling them.
Well that is the league I was playing in finished (ill post up about it in nomads later)
Spoke to the manager about the issue and some other folks have now just flat out refused to play the person, I felt bad and played him once more just so he can get a game in and no funny business this time so maybe he is aware that we are? seems like they will now have to build up a reputation again I suppose everyone needs a second chance!
Thanks for all the support in the thread! honestly super helpful, I think i just needed a group to talk too about it as this is the first time I'm really getting out to play something like this
I generally find announcing mods helpful for both teaching games and in competitive play, It's collaborative and confirmatory with your opponent which is I find best practice sportsmanship and quite often will also prompt you to remember additional mods:
Me: So I'm BS12 with a HMG so +3 and +3 - 3 cover so 15's? You're -3 for cover, -3 for mimetism and +3 for range so 9's?
Opponent: Oh! I'm on suppression too remember?
Me: Sure so 5 Dice on 12's vs 3 dice on 3's with shock as that's a -3 range mod for suppression.
Takes a couple of seconds, both players know what they're rolling for. As a courtesy I always roll towards the middle of the board on the flattest surface in the open.
Tend not to see any dodgy rolling around my end but I have seen some "overly ambitious" movement from time to time which can stack up as people rambo units or links, generally it's just people being overexcited but it's what I find I have to watch for the most.
With how lousy my memory is these days and how i seem to be 24/7 on sleep deprivation, i always call the mods because i know i can screw them up
This is the kindest way you could handle the situation, good