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Author Topic: The Hundredth Tile: Toaster Edition [Round 1, Turn 7]  (Read 11620 times)

RangerCado

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #60 on: May 21, 2013, 11:19:02 pm »

You know what? I'm taking the 1!

The tile becomes a tornado, sending the player to a random tile that someone has already been to.
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Dariush

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #61 on: May 21, 2013, 11:59:02 pm »

Er, my sticky goo is supposed to reduce rolls TO -1 (i.e. one tile backwards), not BY -1.

Also, what happens if two people land on the same empty tile? Who gets to pick the effect?

Toaster

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #62 on: May 22, 2013, 12:09:31 am »

Bouncer: Any time someone lands on this space from the left (ie from the 1 direction), one who wishes to win must make one additional lap, from 100 to 1. Any time someone lands on this space from the right (ie the 100 direction), one who wishes to win must make one less lap. (If this causes someone to be past the number of laps needed to win, he does so automatically; if multiple players have past the number needed to win, the one farthest along in the current lap wins.)

Going to have to nix that one.  No win-con changes.

The tile becomes a tornado, sending the player to a random tile that someone has already been to.

*Within 10 tiles

Er, my sticky goo is supposed to reduce rolls TO -1 (i.e. one tile backwards), not BY -1.

Also, what happens if two people land on the same empty tile? Who gets to pick the effect?

Hmmmm... okay, but one turn only.

First one there gets it- goes by initiative.  Also handy for resolving random player swaps!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

lawastooshort

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #63 on: May 22, 2013, 01:21:00 am »

Take the highest number left. Name next tile "The Tile of Arson". Whoever lands on it is set on fire and has three turns to reach a water tile or is burnt right back to the start.
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JackOSpades

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #64 on: May 22, 2013, 01:58:55 am »

Lowest number that will land me on an empty tile or highest number left. if it's an empty tile:

Standing in line at the DMV
a player that lands on this tile MUST remain here until Ether
a.) another player lands on this tile.
or
b.) they roll a 1 (this also counts as their movement roll for the turn.)

Dariush

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #65 on: May 22, 2013, 05:42:31 am »

7! EMP: Anyone who lands on this tile gets the following status for four turns: "Remember me?: any effects that would move you forward do not work (manual moving still works normally). Effects that move you backward work normally. This applies to parts of effects (i.e. an effect 'move two forward, then three back' becomes 'move three back'), player swaps (if you swap with a player who's ahead of you, he moves to your location, but you don't move) and anything that can possibly move you forward more than your turn says you can."

Also, can you please colour the effects based on who created them?
Also also, can we make an effect that explicitly affects the player who created it?
« Last Edit: May 22, 2013, 05:46:36 am by Dariush »
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GreatWyrmGold

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #66 on: May 22, 2013, 06:53:38 am »

Bouncer: Any time someone lands on this space from the left (ie from the 1 direction), one who wishes to win must make one additional lap, from 100 to 1. Any time someone lands on this space from the right (ie the 100 direction), one who wishes to win must make one less lap. (If this causes someone to be past the number of laps needed to win, he does so automatically; if multiple players have past the number needed to win, the one farthest along in the current lap wins.)
Going to have to nix that one.  No win-con changes.
Oh. I thought that was okay.

Hm...how about this:

"Sloth Demon"
A sloth demon resides here. Each turn, after choosing your movement number, 1d6 is rolled. If the number is lower than your movement, you move that number of spaces instead of the number you rolled.


Also also, can we make an effect that explicitly affects the player who created it?
No.
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Toaster

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #67 on: May 22, 2013, 08:11:43 am »

Also, can you please colour the effects based on who created them?
Also also, can we make an effect that explicitly affects the player who created it?

Yes.  No.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Dariush

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #68 on: May 22, 2013, 08:28:32 am »

Also, on the subject of initiative. Why are you rolling a d20 anyway? Wouldn't it be logical to simply resort the player list in a random way each turn and use their order as the order of turns? Not only is it simpler and more logical, but would also resolve unfairness when two people in different timezones roll the same number.

freeformschooler

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #69 on: May 22, 2013, 08:30:37 am »

Also, on the subject of initiative. Why are you rolling a d20 anyway? Wouldn't it be logical to simply resort the player list in a random way each turn and use their order as the order of turns? Not only is it simpler and more logical, but would also resolve unfairness when two people in different timezones roll the same number.

Because that's what we voted for. Even you.
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Toaster

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 2]
« Reply #70 on: May 22, 2013, 10:02:20 am »

Spoiler (click to show/hide)

javierpwn jumps to the lead at Tile 9!  A suspiciously familiar dwarf is finishing up a catapult.  He looks at javierpwn's brown clothes and blinks.  "You must be the brewer they sent!  Great!  So happy to see fresh booze that I'll ask which way you want this catapult to point, and what power!"   "Um... back and 5?"  The dwarf adjusts the controls.  "Done!"  He scurries off in search of alcohol.

Dariush vaults way out to Tile 15!  Calling upon his extensive racing background, he sets up a nasty-looking EMP.

GreatWyrmGold walks forward five to Tile 7... and stops on the Dwarven Bridge of Doom!  It activates, sending him forward ten spaces to Tile 17!  Once there, he summons a Sloth Demon, who is too lazy to mess with him.

La, carefully stepping around the vomit, makes his way to Tile 10, and sets everything on fire.

Freeformschooler moves forward two to Tile 6... and slips on the vomit!  He slides forward, gets smashed by a falling bridge, and lands face down in sticky goo!  Ugh!

RangerCado takes a brave step forward to Tile 4... which throws him right back to the start.  Oops.

JackOSpades slides up three tiles to Tile 8 and joins Freeformschooler in being stuck in sticky goo. At least he's not face down in it.

ragnarok97071 joins javierpwn on Tile 9.  He admires the catapult.  "How's it work?"  "Like this!"  He lands back at Tile 4.


Turn 3 has begun!

Numbers!  I will roll eight numbers despite FFS missing this turn, so one will remain unused.

1 3 5 5 5 6 6 8

Initiative!

Code: [Select]
javierpwn 20
RangerCado 20
JackOSpades 17
GreatWyrmGold 13
Dariush 9
ragnarok97071 8
lawastooshort 6

freeformschooler  Missed turn!

Statuses:
Quote
GreatWyrmGold
freeformschooler - Miss next turn, next roll becomes -1
javierpwn
lawastooshort
JackOSpades - next roll becomes -1
Dariush
RangerCado
ragnarok97071



I predict that bridge causing much rage, wailing, and gnashing of teeth.


Also, on the subject of initiative. Why are you rolling a d20 anyway? Wouldn't it be logical to simply resort the player list in a random way each turn and use their order as the order of turns? Not only is it simpler and more logical, but would also resolve unfairness when two people in different timezones roll the same number.

What FFS said, plus initiative can be modified by tiles.
« Last Edit: May 22, 2013, 11:39:06 am by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

JackOSpades

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 3]
« Reply #71 on: May 22, 2013, 10:16:47 am »

Wait do I miss this turn or the one after this one?
and does my next roll get a -1 or am I going back a space?


Anyway I'll take a 6 and lets try the DMV again if I happen to land on an empty.
Spoiler (click to show/hide)

Toaster

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 3]
« Reply #72 on: May 22, 2013, 10:19:02 am »

Regardless of what you pick, you're moving back one space.  So you can pick a number to screw someone else, if you feel like playing that way.

FFS lost a turn from the bridge- no one else lost a turn.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Dariush

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 3]
« Reply #73 on: May 22, 2013, 10:38:59 am »

There was no choice beyond 'hilariously skewed towards people in the same timezone as the mod' and 'only occasionally skewed towards people in the same timezone as the mod' and besides, I'm not an Oracle. I cannot predict the problems arising.

Maybe we should vote?

Also, why didn't Ragnarok trigger the effect of tile 4?

Also also, why did dwarven bridge smash two people in a row instead of becoming accelerator?
« Last Edit: May 22, 2013, 10:58:05 am by Dariush »
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Dariush

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Re: The Hundredth Tile: Toaster Edition [Round 1, Turn 3]
« Reply #74 on: May 22, 2013, 10:48:51 am »

[6,6,5,5,5]: Clone wars: two perfect copies of you are created: one three tiles ahead and one three tiles behind. Every effect either of the copies trigger affect all three copies simultaneously (for example, swaps with people will swap every copy with that guy, unifying those copies and splitting the other guy, triggering a moving tile will move all copies and so on). The effect lasts for three turns, after which the two non-original copies disappear.
« Last Edit: May 22, 2013, 01:45:08 pm by Dariush »
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