Why an Anti-Ogre dice?
They can't be used against 'conventional' units, but work well in scenarios where one side consists only of one (or more) Ogre(s); such as 'Mark N Assault'. A player opposing Ogres would only need one type of die - and you may even already have some that will work. ;)So...
Ogres are unaffected by D results, so only X results are relevant. Following the CRT (including auto success on 5-1+), these occur on a rolls of 6, 5+, 4+, 3+, 2+, and 1+ (auto success).
The custom dice version replaces each facing on the die with the minimum A:D ratio required for success: 1-2, 1-1, 2-1, 3-1, 4-1, 5-1.
So calculate the A-D ratio, then roll the die. If the roll is equal to or below that ratio, the attack succeeds.
Using your own dice
If you have any dice where a logo replaces the 6 (not uncommon, but sadly not the official Ogre dice), then try this:
Referring straight to the calculation of A/D (if that makes any sense), the die needs these sides: 1/2, 1, 2, 3, 4, 5. So if the '6' (or logo) is redefined as '1/2', we 'have' all these numbers.
Examples:
Examples:
- Attack 5 vs Defense 2: 5/2 = 2.5. If you roll below 2.5 ('1/2', 1 or 2) the attack succeeds! (normally 2-1 on the table, so X on 4, 5, 6)
- Attack 2 vs Defense 3 = 2/3. Only succeeds if you roll '1/2'.
- Attack 8 vs Defence 2: 8/2 = 4 (aka 4-1). If you roll 4 or less (5 in 6 chance), success!
I know some don't like 'roll low', but it avoids table look-ups for one player, who is often the new arrival. You could rationalize it as if you're rolling the Ogre's armor - a low roll means weak armor.
The material presented here is my original creation, intended for use with the Ogre system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
No comments:
Post a Comment