Next week we release a video of a full play through of this system as a skirmish game! Be sure to join us!! 🔥🔥🔥
@darkartsdabbler2407Ай бұрын
I’m already on board, purely because I always really liked the design of these particular dice
@GrayArmyGamingАй бұрын
@@darkartsdabbler2407 Sweet! Happy gaming! 🔥🔥🔥
@AceneDeanАй бұрын
I love these videos where you use general items and such to make RPGs. :) This looks fun. I might have to pick up Bang!
@GrayArmyGamingАй бұрын
@@AceneDean Thanks so much! I have had a blast with this new “system”! I have already played and recorded a skirmish game that I will post next Thursday. And after that I want to see how this system works as a Solo RPG! So many experiments to try out!! 🔥🔥🔥
@hyrulen15 күн бұрын
Hello, nice rules! I’ve thought of another method for melee combat: each miniature rolls the dice corresponding to its level. Everything works the same, but the difference in points determines the damage taken by the miniature with the lower roll. For example: Miniature 1 rolls 5 dice and deals 3 damage; Miniature 2 rolls 3 dice and deals 1 damage and rolls a dynamite. In this case, Miniature 2 takes 2 damage, but Miniature 1 also takes 1 damage from the dynamite. It's somewhat like melee combat in Space Crusade.
@GrayArmyGaming15 күн бұрын
@@hyrulen Great ideas! I will definitely give them a try!! 🤠🔥🔥🔥
@pikanoir46757 күн бұрын
hello or good evening ^^' i came across this video by chance, and i would like to develop a more advanced version of this game so i wondered if i can ?? i would just like to add a melee version to have more interest in going to melee, and a system where a character (not the leader) could do magic, with combinations of results, he could make a normal throw and say that two of the three dice could (if it is the same result as on a ready-made card) cast a spell, and the other dice could be a normal resolution result (example: 1 beer = plus 1 hp) thanks for reading me and i hope to have an answer ^^'
@pikanoir46757 күн бұрын
and also, take up the initiative system of the game "mars code aurora" but I have to see if I can ^^'
@GrayArmyGaming3 күн бұрын
Awesome! Let’s do it!! 🤠🔥
@GrayArmyGaming3 күн бұрын
I will definitely check that out!
@pikanoir46753 күн бұрын
@@GrayArmyGaming thank you, really thank you ^^
@GrayArmyGaming3 күн бұрын
@ 😀👍
@GrayArmyGamingАй бұрын
Check out the FREE PDF rules here: drive.google.com/file/d/1J1xPAe-J-oC9_bx5Qsybgx_ZFhbABAlB/view?usp=sharing
@dyslxeicАй бұрын
Very interesting! You might want to consider the three bullet symbol to be suppression so it doesn't do any damage (so don't need to roll for save) but the target gets minus -1 dice roll (stackable) if they try to attack and -2" of movement (stackable) when moving. It last 1 round. Also for the weapon damage die (the tnt symbol) i think it might need to be looked at as the better you are the more chance your gun jams doesn't make thematic sense. Perhaps it can be just a miss when shooting. But you connect it to a bomb type weapon where for each one you roll it does 3 damage. For weapon types you can include a bomb and a shotgun. The bomb when thrown only count the bomb symbols and does 3 damage per symbol to everything within 2'" of the intended target, but the arrow symbol moves it 1" towards that direction its pointing so multiple arrows can make the bomb land somewhere unexpected. The shotgun is only 6" range but is not effected by suppression (movement is still effected though). Each Pistol, Rifle and Shotgun only has 3 ammo clips but you can spend more points to get more ammo. Points break down it should be level value + 1pt for pistol + 2 points for rifle + 2 points for a shotgun + 3 points per bomb + 1pt for additional ammo (3 extra ammo for specific gun). So a level 3 character with a rifle and extra ammo will be 3+2+1=6 points. Games could be between 15 to 20 points.
@dyslxeicАй бұрын
To add to this the arrow symbol instead of piercing damage, becomes forced movement. So the target is moved 1" to the direction that the arrow is pointing. So multiple arrows can make the target run around and out of cover. So cover can be soft cover reduces damage taken by 1. hard cover reduces all damage (except for bombs). But it might still be worth shooting at someone at full cover in hopes of getting suppression icons and arrow icons to move them out of cover.
@GrayArmyGamingАй бұрын
This is AWESOME! Thanks for the great feedback!! 🤠🔥🔥🔥
@GrayArmyGamingАй бұрын
👍👍👍
@ccchamberlin7896Ай бұрын
Agree that it's a little nonsensical that the more talented you are, the faster your gun jams. Some ideas for adjusting that: * Each dynamite icon you roll subtracts one die the target can roll to save (i.e., it represents deadly marksmanship - a "crack shot"). To make this not a bad result if you only roll one die, if you don't roll any hits, it instead becomes a (1), or maybe you can "save up" the save denials. * Each dynamite icon subtracts from a scenario countdown timer. When the timer reaches zero, a special event defined by the scenario happens and the timer resets. The cattle stampede, the train arrives at the station carrying three outlaws, etc. (This represents the "burning fuse" that will eventually cause something to happen.) * Each dynamite icon either jams the TARGET's gun or unjams your own. Target can roll saves against this effect the same way they roll against damage. (This represents the pressure you're putting on the enemy, causing them to jam their weapon or misfire, and your own skill at unjamming your weapon or recentering your fear.) * Each dynamite icon gives you a token you can spend to re-roll a save. (This represents "dynamite" skill at battlefield tactics.)
@GrayArmyGamingАй бұрын
@ Great ideas! THANK YOU! There is a lot of rich content to incorporate here! 🤠👍
@nichlasbundgaard5583Ай бұрын
Fun and creative idea! My only concern is the damage your weapon take as you level up. I do have some quick thoughts on alternative ideas for the dynamite face if you want them. One idea is similar to how it works as you have showed, but you'll need at least 2 dynamite faces to turn up on a roll. Then later on as you go up in level at some point you can ignore 1 dynamite face, and simply discard the dice, and later again maybe 2 dynamite faces. The other idea is almost a reverse in that you get to damage your opponent's weapon with 2 or more dynamite faces.
@GrayArmyGamingАй бұрын
@@nichlasbundgaard5583 Great ideas! Let’s give them a try and see how they play! Thanks for the feedback! 😊🔥🔥🔥
@nichlasbundgaard5583Ай бұрын
@@GrayArmyGaming You are most welcome! I hope you have fun with the ideas!
@GrayArmyGamingАй бұрын
@ 😊👍🤠
@get_the_lead_outАй бұрын
This looks really cool. I have Bang Dice and will surely give it a try. One change you might want to consider is the Gatling shooting result. I would say that if that result comes up and you have a friendly within 2”, too bad so sad. That’s the risk you take when you fire into a melee😁. Give the friendly his save, as well as your apologies. That gives the player some tactical choices. Take a chance and fire into the melee or charge in and go hand to hand?
@GrayArmyGamingАй бұрын
@@get_the_lead_out Brilliant! In the game I recorded for next Thursday I actually used the scatter mechanic in the way you described and my own guy suffered 2 Stamina Damage! It was super exciting! I REALLY like the idea of giving friendly models their own save!! Really puts the player in a cool position of risk/reward! Thanks SO MUCH for the great feedback! Have fun!! 🔥🔥🔥
@get_the_lead_outАй бұрын
@ Sounds like a major oops moment!!😂😂. Had another thought this morning (the game design portion of my brain is in full swing). Regarding the dynamite - instead of the weapon taking damage, what about saying it not only is a miss, but it also cancels one other die that hit (if any). That gives you one less bit of record keeping you need to do. Also, I got to thinking about the levels. You roll more dice, but there is also a greater chance of rolling badly. So, at level 3 & 4 you can reroll one die (optional). Level 5 lets you reroll up to two dice. That will help mitigate some of the bad rolls with the higher characters.
@GrayArmyGamingАй бұрын
@@get_the_lead_out Nice points! My game design brain has also been in full swing! 😂 I actually thought about letting characters roll up to their level (so, for example, a level 5 character could choose to roll 1-5 dice). The dynamite idea is really cool! More damage!! 🔥🔥🔥
@kamilbaszczynski8649Ай бұрын
I love the system and in vanilla form it is already great. I play a campaign set in scifi theme using your dice system. I may suggest some few things to consider: 1) the cost of the figure is stamina + number of dice. Would it be reasonable to some degree for the figures to trade one stat for other? So, a vanilla Level 1 of stats 3S+1D would transfer to 2S+2D or 1S+3D. In scifi universe there are various strange creatures, so it would reflect such theme; 2) adding for +1 or +2 recruitment cost possibility for the figures to buy armor counted as soft and hard cover respectively; 3) adding melee weapons to the palette - melee combat is much more killy and I love it, it would be superb to ad sabres, lances, swords - they would utilise for example the splash attack during combat (absent now in vanilla rules); All in all, great job gusy with the dice - i have a blast playing my Lego scifi soldiers using those - thank you!
@GrayArmyGamingАй бұрын
@@kamilbaszczynski8649 This is AWESOME! Thanks for the great feedback!! 👍😊🔥🔥🔥
@kamilbaszczynski864923 күн бұрын
@@GrayArmyGaming After couple of games I may also suggest to include in the available action - repair option. Guns can have malfunction, but soldiers or warriors are adept in solving those issues. Thus, by cost of one activation figure could repair the gun to full strenght and it may be a quite important tactical decision. Imagine that you have a soldier that already has two weapon damage tokens - he may risk to make a normal action to risk destroying the gun, but also he may repair the gun to full strenght, but for the risk of the enemy to hide from shooting or enemy may flank and shoot the repairing soldier. Second remark is squad attack - imagine that you have two figures that stand max 2 inches from each other and you can make two tactical decisions: 1) activate each one of them separately and thus make two attacks and take the brunt of those consequences; 2) you may activate two of those figures by pointing one leading figure and one supporting figure - the leading figure is the main figure who makes the attack - so for example rolls normal three dice for Level 3 soldier - but the supporting figure grants one additional dice - thus the final roll equals now 4 dices - and to make it more interesting: the consequences of the roll would go to the leading figure - thus in the outcome it may lead to great rolls, but also to greater risks - and it would cost two activated figures :)
@GrayArmyGaming23 күн бұрын
@ Fantastic ideas! Thanks!! 🤠👍
@Grognard-Solo-GamingАй бұрын
Fun and creative idea! 👍👏😁
@GrayArmyGamingАй бұрын
@@Grognard-Solo-Gaming Thanks so much! I have already gotten in a few test games and they have been great! Time to order some Wild West figurines and start a campaign! 😊🔥🔥🔥
@GreekSoloRPGАй бұрын
Nice one! The resolution mechanics are simple and fast and you can play the whole battle with just 5 dice. You can easily add depth with abilities that only experienced characters may buy (i.e. advanced level and above). For example: "Six shooter oiler", 1 point ability (added to the cost of the character), your character takes good care of his weapons, field strips them and oils them regularly. Ignore the first weapon damage result on every roll. How many points would you say for a quick skirmish game?
@GrayArmyGamingАй бұрын
@@GreekSoloRPG I love it! Will totally be working on some of those options! I played 3 test games at 10 points and it worked out really well for a dynamic 15-20 minute game. I had 5 Average (10 points) vs. an Expert and 2 Advanced (10 points). The video of that game drops next week! 👍🔥🔥🔥
@GreekSoloRPGАй бұрын
@@GrayArmyGaming I will be tuning in next week for the game! In general, is the system designed mostly for a wild west setting? I can see it being used for pirate/ napoleon era settings as well.
@GrayArmyGamingАй бұрын
@ I actually used it with pirates vs. zombies (because I don’t have any Wild West figurines yet!). I could imagine it working great with The Mandalorian setting as well (which is basically sci-fi Wild West).
@M.MelnickАй бұрын
Love the idea, don't like that the more skilled someone is the more likely they are to take weapon damage. Would like some way to limit this, particularly since weapons can only take 3 points of damage.
@GrayArmyGamingАй бұрын
I thought about letting characters choose how many dice they want to role up to their character level (e.g., level 5: 1-5 dice). It is kinda fun with the high risk high reward. Rolling 5 dice is a huge tactical advantage, but it runs a risk of weapon failure (precisely because one is shooting so much). 🔥🔥🔥
@M.MelnickАй бұрын
@@GrayArmyGaming I was thinking what if this represented weapon ammunition and a mug/beer symbol meant you could choose one health or one ammunition? I've been thinking about trying this out. What do you think?
@GrayArmyGamingАй бұрын
@ Sounds promising! Let’s give it a try and see how it plays! (This is SO COOL-designing a game in real time with players!). 😊👍🔥🔥🔥
@richardmullens4707Ай бұрын
An excellent set of rules! What about movement rates for mounted characters? Double that of on foot?
@GrayArmyGamingАй бұрын
@@richardmullens4707 Great question! Yes, double movement seems reasonable! Get out those horses!! 🤠
@sturat5166Ай бұрын
@@GrayArmyGaming Double the legs, double the move.
@GrayArmyGamingАй бұрын
@ Easy logic! I love it!! 😂 (How far, then, should a giant spider move?! 🤪)
@sturat5166Ай бұрын
@@GrayArmyGaming It's the millipedes you need to worry about.
@GrayArmyGamingАй бұрын
@ 😂😂😂
@ccchamberlin7896Ай бұрын
Love this. Simple and evocative with the custom dice, and the symbols make sense in context, so it's easy to explain. If I were playing it, I think I'd amend the I-go-you-go turn order. Since Bang! comes with character cards, you could very easily choose a character card for each figure, shuffle them, and draw to see which character acts next. Could also use poker cards, which is kinda thematic for wild west gunfights, too. (I'm sure the rules-as-written turn order works fine, of course - I just like unpredictable turn orders as a matter of personal preference.) You can also use the bullet tokens from the game to track your health, which would be pretty thematic. Have you tried bringing in the roles from the original card game into the skirmish game, so that there's, say, a sheriff, a deputy, and two outlaws? That could add a fun twist to the usual skirmish game setup if you're playing with 3 or more people. I could also see a cooperative mode where you and your fellow players take on a gang of enemy gunfighters who move and shoot with pre-written rules. Anyway, fun idea. Looking forward to checking out the playthrough.
@GrayArmyGamingАй бұрын
@@ccchamberlin7896 I LOVE these ideas! The random cards for turn order is an awesome idea! And the other dead are brilliant! I will definitely be giving them a try!! 🤠👍🔥🔥🔥