Jesus, I never thought that the outcome of your dice rolls could be so nerve-wracking, for a moment I thought nooooooo. Your RPG is so unique that it would be a shame if it were to end so quickly. I think I'll pour myself a dram, cheers guys
Ha! I know Bart was nervous. Very close call. I picture humans getting in the way of clean shots and not making clean head shots. Wowzer. If we do go down Bart said he will start running Emma or Julian. That might be even more entertaining
@@BondingWithBoardGamesRPGs Question, you two shot with an M4 probably with single shot where you have to roll a 6 each time before you have a valid shot. If you shoot with a shotgun you have more spread and a shorter distance, wouldn't it be possible that you have more numbers on the die than just the six? So more chance of a kill?
Great question. This game uses the Mutant Year Zero (Free League) system. With it you build a dice pool based on your attributes, skills and weapons used. Any assault rifle gives you +3 dice to roll. Always looking for sixes with all the dice. And reaches up to long range (short med and long in this game). A shotgun also gives +3 dice but only works at short range (about 30 feet). I’m ok with that abstraction. Having been in the Army and Law Enforcement I’ve used both extensively and that is generally correct. If the game had a crunchy rules set it would be more about the ammo used in the shotgun which determined its range. But this works.
Wow that was a long answer from me, but I have more 😁. The dice pool and needing 6’s can feel a little lackluster to me. I like rolling 2 six sided dice and adding them together combined with + and - modifiers for baseline attributes and adding in an advantaged or disadvantaged (roll 3 dice and take the two highest or two lowest respectively)as applicable. But the “roll a bunch of 6 sided dice”looking for sixes, paired with the “push” mechanic, I like. Each Mutant Year Zero engine/system game has tweaked the “push” or reroll consequences differently. In this game you add a red stress die permanently to all dice pool rolls for each stress point until you remove that stress. It can help because you might get a 6 with the red die or dice but if you roll a 1 there is a “mishap”. I messed that up in this video by the way, we forgot to grab those red stress dice.
Might need more manpower to fend of zombies if they plan to hold the truist building or if they plan to set out or even venture out to get supplies which will eventually run out in the building.
Oh yeah. That’s definitely on the list of things to do. I would like to get more fuel and some solar panels I can see on top of a building. I think Angus could make them work.
Jesus, I never thought that the outcome of your dice rolls could be so nerve-wracking, for a moment I thought nooooooo. Your RPG is so unique that it would be a shame if it were to end so quickly.
I think I'll pour myself a dram, cheers guys
Ha! I know Bart was nervous. Very close call. I picture humans getting in the way of clean shots and not making clean head shots. Wowzer. If we do go down Bart said he will start running Emma or Julian. That might be even more entertaining
@@BondingWithBoardGamesRPGs Question, you two shot with an M4 probably with single shot where you have to roll a 6 each time before you have a valid shot. If you shoot with a shotgun you have more spread and a shorter distance, wouldn't it be possible that you have more numbers on the die than just the six? So more chance of a kill?
" numbers on the dice "
Great question. This game uses the Mutant Year Zero (Free League) system. With it you build a dice pool based on your attributes, skills and weapons used. Any assault rifle gives you +3 dice to roll. Always looking for sixes with all the dice. And reaches up to long range (short med and long in this game). A shotgun also gives +3 dice but only works at short range (about 30 feet). I’m ok with that abstraction. Having been in the Army and Law Enforcement I’ve used both extensively and that is generally correct. If the game had a crunchy rules set it would be more about the ammo used in the shotgun which determined its range. But this works.
Wow that was a long answer from me, but I have more 😁. The dice pool and needing 6’s can feel a little lackluster to me. I like rolling 2 six sided dice and adding them together combined with + and - modifiers for baseline attributes and adding in an advantaged or disadvantaged (roll 3 dice and take the two highest or two lowest respectively)as applicable. But the “roll a bunch of 6 sided dice”looking for sixes, paired with the “push” mechanic, I like. Each Mutant Year Zero engine/system game has tweaked the “push” or reroll consequences differently. In this game you add a red stress die permanently to all dice pool rolls for each stress point until you remove that stress. It can help because you might get a 6 with the red die or dice but if you roll a 1 there is a “mishap”. I messed that up in this video by the way, we forgot to grab those red stress dice.
My comment didn't go through. Anyways, was cutting it close with those zombies. Still only a small way from the Truist to the fuel place.
True. Just a few short blocks
Might need more manpower to fend of zombies if they plan to hold the truist building or if they plan to set out or even venture out to get supplies which will eventually run out in the building.
Good points. I think Hell is about to be unleashed. They could use all the help they can get.
@@BondingWithBoardGamesRPGs Maybe you guys could train the family, make themselves useful. Lol.
Oh yeah. That’s definitely on the list of things to do. I would like to get more fuel and some solar panels I can see on top of a building. I think Angus could make them work.