09-02-2013, 10:33 AM | #1 |
Join Date: Aug 2013
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-/+ to run away - STUPID QUESTION ALERT
Okay, I'm not stupid but I'm having the hardest time completely understanding some of the run away roll instructions that include a + or -.
So, if a Lame Goblin card says "+1 to Run Away" and I normally have to roll a 5 or 6, then I need to roll ... a 6 or 7 (and how would I roll a 7 so that can't be right)? Or, Snails on Speed says "-2 to Run Away" then I can roll a 3 or 4? Why don't I get this??? |
09-02-2013, 11:16 AM | #2 | |
Join Date: Jun 2013
Location: Portugal
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Re: -/+ to run away - STUPID QUESTION ALERT
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-1 for example is the other way around and mean that you need to role a 6 to manage to get away, a 4 won't do it...
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Own: Munchkin Zombies + Zombies 2 + Zombie Meat Lockers Munchkin Deluxe Munchkin Legends |
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09-02-2013, 11:17 AM | #3 |
Join Date: Apr 2011
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Re: -/+ to run away - STUPID QUESTION ALERT
The modifiers are added to your die roll. The modified roll still needs to be 5-or-more to successfully run away.
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09-02-2013, 02:08 PM | #4 |
Join Date: Jun 2013
Location: Central Missouri
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Re: -/+ to run away - STUPID QUESTION ALERT
Well...you could roll a d7, if you're like me and collect weird dice...
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09-02-2013, 02:29 PM | #5 |
Join Date: Feb 2012
Location: Sydney, Australia
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Re: -/+ to run away - STUPID QUESTION ALERT
I'm going to get a little verbose, but I think the following explanation might clear up the confusion. When running away, you don't need to roll a '5 or 6' to escape. The rules actually say you need to roll '5 or better' to escape. That means that under normal circumstances, you do need a 5 or a 6, but a Run Away modifier will change what you roll.
The modifier is added to the number you rolled, so if you roll a natural 4, you consider it to be 5 and you consider a natural 6 to be 7. You escape if this modified result is 5 or better. Thus, if you lose to the Lame Goblin, you run away if you roll 4, 5 or 6 due to the +1 bonus the monster provides. Run Away penalties subtract from the roll. So the -2 from Snails on Speed turns a rolled 6 into a 4, which means they still catch you. To be able to escape the Snails on Speed, you would need a bonus to your Run Away roll from some other source, such as being an Elf (which gives a +1 bonus to Running Away). An Elf running away from the Snails on Speed has a total Run Away modifier of -1, so could escape if they roll a natural 6, as 6 -1 = 5 and that result is 5 or better. Sorry to spoil the joke (assuming it was one), but in actuality, you can't. It must be a d6. |
09-02-2013, 02:57 PM | #6 | |
Join Date: Aug 2012
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Re: -/+ to run away - STUPID QUESTION ALERT
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09-03-2013, 09:32 AM | #7 |
Join Date: Aug 2013
Location: Decatur, TN, USA
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Re: -/+ to run away - STUPID QUESTION ALERT
How do you roll a 7 on a d6? Your link doesn't tell that.
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09-03-2013, 09:39 AM | #8 |
Join Date: Feb 2012
Location: Palm Bay FL
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Re: -/+ to run away - STUPID QUESTION ALERT
When you take a die from the bag, a Munchkin head is a 7 instead of a 1.
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Andy Partridge MiB #3282, Palm Bay, FL Munchkin, Zombie/Cthulhu Dice, Burn in Hell!, Revolution!, Castellan, Chez Geek, OGRE DE, Chupacabra, Nanuk mib3282@gmail.com |
09-03-2013, 09:52 AM | #9 |
Join Date: Aug 2004
Location: Macungie, PA
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Re: -/+ to run away - STUPID QUESTION ALERT
And a standard six-sided die that has pips/numbers that represent 1, 2, 3, 4, 5, & 6.
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09-03-2013, 09:55 AM | #10 | |
Join Date: Aug 2004
Location: Macungie, PA
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Re: -/+ to run away - STUPID QUESTION ALERT
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