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Official Rules & FAQ's Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** |
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#13
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Re: Dice Validity/Etiquette
Dice towers fix this annoyance. Keeps people from sniping the dice.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#14
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Re: Dice Validity/Etiquette
My standards (1 and 3 are also our standards in online play):
Last edited by dok; February 1st, 2017 at 01:08 PM. |
#15
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Re: Dice Validity/Etiquette
My Friend and I allow eachother to reroll the dice if we either rolled too many dice, or too little. We don't just add the forgotten dice. Rerolling the dice keeps the "mystery" of the roll.
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#16
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Re: Dice Validity/Etiquette
Quote:
Of course in my situation if my Heroscape buddy pulls that...I ground him and send him to his room. We play by "Daddy's rules" Would I want it to be everything I love...sure...but that's just not realistic so I'm going to focus on finding things that will make me unhappy and work on fixing those. |
#17
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Re: Dice Validity/Etiquette
We are usually pretty good at remembering, so when we do forget, its genuine. One of us forgets at least once every game.
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#18
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Re: Dice Validity/Etiquette
If someone rolls too many and rolls all skulls do you make them re-roll or give them the correct number of skulls?
Me, I give them the skulls. A cloud can change its semblance, yet retain its will With the intimacy of destruction, One knows what it is to be alive The empty sky holds no reflection, for sorrow - Eslo Rudkey |
#19
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Re: Dice Validity/Etiquette
If a good roll is rolled, we let that go and just add the dice, or take out, however many need to be. Samething for shields
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#20
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Re: Dice Validity/Etiquette
When my opponent rolls too many dice I give them two options;
1) Reroll the entire roll with the correct number of dice. 2) Remove one skull for an attack roll, or one shield from the defence roll and take the result. (In other words, assume the extra die they rolled was a success, then remove the success) I've been trying to think of a sure-fire way to judge this fairly though. I play another online game that uses dice rolls in a chat window. Because the dice are displayed left to right that makes it easy to say 'you rolled 1 too many dice, so I'm dismissing the right most die' and I find this system to be very fair. Perhaps a similar thing could be accomplished by writing the numbers 1 to 10 on the blank sides of your dice - then when you roll too many dismiss the one with the highest number. In theory this is the same as dismissing the one on the right. I'm not saying that this is a very practical suggestion, nor one to be used in general play, but perhaps for big tournaments this would be the fairest way to deal with excessive dice rolls? The only Heroscaper in England.* Prove me wrong. *(Except for Lazy Orang) |
#21
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Re: Dice Validity/Etiquette
I did this last night when my opponent rolls too many dice (and it works in their favor) I give them two options;
1) Reroll the entire roll with the correct number of dice. 2) Reroll the extra dice that showed what you wanted. I.E. if you roll 5 defense dice when you were supposed to roll 3, and 3 of them show shields, you take 2 of the ones with shields and re-roll. Seems the fairest way. If they had a great roll, they will only have to be partly lucky. Note if the extra dice does not help them and they still either died when defending or missed doing any damage when attacking, just stick with what they rolled. The only other viable option to me is the way NFL penalties are done. The person who rolled correctly gets to choose one of the two: 1) Have the person reroll the entire roll with the correct number of dice. 2) Accept what is rolled (i.e Decline the penalty) But in cases where extra dice helps, you are almost always going to make them reroll. The only way I would do this is maybe at Gencon or other big tournament, but even then seems not in the spirit of what @Craig Van Ness would do C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
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#22
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Re: Dice Validity/Etiquette
For us, if we roll two many dice, we reroll them all with the following caveat. Let's say I rolled 4 dice instead of 3 and got 2 skulls. When I reroll the correct number, I cannot do better than the 2 skulls, regardless of what the dice came up. Gives us a chance to do worse, but not better, than what we previously misrolled.
It works for us and we've done it that way for years. "Chewie should move 6, lumbering or not. He's got long-ass legs"-
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#23
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Re: Dice Validity/Etiquette
Lefton4ya, I do the same as you if the opponent rolls too many dice, except that it's my choice, not yours, whether you reroll all or just remove the good ones.
And I would enforce it that way, as a tournament director, if the question came to me. |
#24
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Re: Dice Validity/Etiquette
That rule (allowing the other player to force re-roll of only the "good" results) feels too punitive for me. It's the sort of ruling you'd make if you thought people were trying to game the system (roll too many and hope their opponent didn't notice) and you wanted to discourage it by creating a penalty.
Allowing opponent to choose between either accepting the result or making a full re-roll is, to me, a nice balance, because it assumes no malice on the part of your opponent. And 99.99% of the time in Heroscape, it really is an honest mistake. |
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