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missing hours in a day
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08-28-2011, 03:33 PM
Post: #1
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missing hours in a day
I know its not a big deal and does not detract from the game, but it has always bothered me that the sun tracker only has 20hrs on it. I always thougt that a scenario where you had to survive a complete day would be very fitting.
Does anyon know why they didn't make a 24hr suntracker. |
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08-30-2011, 02:16 AM
Post: #2
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RE: missing hours in a day
I never thought it was meant to correspond to hours. I think it is just equal measures of some unknown amount of time. If you think about it, the amount of activity that happens in 1 step of the sun tracker would not fill up an hour; maybe 3 minutes or so. I imagine the whole game only takes about 20-30 minutes in "real game" time.
Funny observation, though. |
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08-30-2011, 03:52 AM
(This post was last modified: 08-30-2011 03:52 AM by abomination.)
Post: #3
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RE: missing hours in a day
I never thought of it that way. I just assumed since its called the suntracker that they represent hours like a sun dial.
thanks for the reply and insight. |
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09-02-2011, 09:17 PM
(This post was last modified: 09-02-2011 09:25 PM by ArcticSnake.)
Post: #4
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RE: missing hours in a day
Same here, we always kept saying things like: four more hours to go! or one more hour to daybreak!
Come to think of it, maybe the sun tracker represents the night(or day) divided into equal measures of time. I imagine each turn is probably 30 minutes which makes 20 turns around 10 game hours. (08-30-2011 02:16 AM)vikinglad Wrote: I never thought it was meant to correspond to hours. I think it is just equal measures of some unknown amount of time. If you think about it, the amount of activity that happens in 1 step of the sun tracker would not fill up an hour; maybe 3 minutes or so. I imagine the whole game only takes about 20-30 minutes in "real game" time. Poor Little Johnny, only 3 minutes pass by and his "Last Night on Earth" is over. Can't say I blame him, this is probably the first time he used that line on a real girl anyway. LOL. |
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09-03-2011, 03:16 AM
(This post was last modified: 09-03-2011 03:19 AM by abomination.)
Post: #5
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RE: missing hours in a day
(09-02-2011 09:17 PM)ArcticSnake Wrote: Poor Little Johnny, only 3 minutes pass by and his "Last Night on Earth" is over. Can't say I blame him, this is probably the first time he used that line on a real girl anyway. LOL. thinking of it in such a short time frame does make this card pretty humorous. damn highschool hormones. still I think it should have 24 spaces to allow for a 24 hour survival scenario but lack of 4 numbers wont stop me though |
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09-04-2011, 03:10 PM
Post: #6
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RE: missing hours in a day
A few scenarios sound like it means a unit, not hours.
I think a 24 hour scenario would be awesome. And every 6 hours one 'fatigue' roll would be instituted to make humans weaker as the day goes on. Heroes get remembered. Legends never die. |
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09-04-2011, 10:44 PM
Post: #7
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RE: missing hours in a day
what would you have want the fatigue roll to affect.
just movement or a random stat or ability. |
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09-05-2011, 01:23 AM
Post: #8
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RE: missing hours in a day
How about adding/subtracting an hour for daylight savings. I haven't gone through the deck yet, but I thought that would be a fun twist.
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09-05-2011, 02:12 AM
Post: #9
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RE: missing hours in a day
there's actually a card in one of the supplements that (i not sure if its hero or zombie deck) allows you to move the sun tracker back a tick after a hero dies or something. So its kinda like a day lite savings card
~If we are being chased by Zombies, I'm tripping you!!! |
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09-06-2011, 02:45 AM
Post: #10
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RE: missing hours in a day
Hmm, this is what I have in mind
24 turns Each hero starts the game with 3 hero cards each. 21 zombie horde, zombies auto spawn Every 6(or 8 depending on how powerful) turns, roll on the Fatigue chart 1 - Subtract one from movement, minimum 1 2 - Roll one less fight dice, minimum 1 3 - Subtract 1 to all weapon break checks, and gun break checks 4 - Doubles do not automatically kill a zombie without a weapon. Roll a d6, on a 1-2, prevent that wound. 5 - Whenever a hero would search, roll a d6 on a 1-2, cancel that search. 6 - Second wind - Heal 1 wound Fatigue rolls are cumulative. IE: If at 18 turns left, you roll a 1, and on the 12th turn, you also rolled a 1, you would subtract 2 to all movement rolls. Heroes get remembered. Legends never die. |
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