Re: Munchkin d6 rule ideas
My Munchkin group always modifies the 'Run Away' rule if we have less experienced players. One of our variations is as follows
When Running Away, roll the number of dice equal to the level you are on, up to maximum of 6 die. Level 1 requires 4 pips or better to successfully run away (50-50 chance, pretty fair for newbies). Each consecutive level requires 1 more point (L2=minimum 5 pips; L3=minimum 6 pips; etc) to successfully Run Away.
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