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#1 |
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Join Date: Dec 2019
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I am a new car wars player only discovered and read through the car wars classic rules last week. I have played 2 games so far. Both were with my 10-year old little brother. I turned to it because I had an idea for running a roleplaying game about mountain pass racing wizards and stumbled across car wars. I think that I need to play a lot of games before I can run something like that.
What aspects of the game are difficult to me? Collisions are difficult to resolve. If my car skids the rules don't say what direction. Also I don't understand conforming that well. If two identical cars sideswipe at the same speed which car conforms? The biggest misunderstanding I had was how handling class worked. I thought handling class was the highest handling status a car could get. I also ran both my games where only 1 handling class was restored a second because I misread the rules the first time through. What type of games do I like to play most often? The only type of game I have played was a 1v1 race starting side by side at 0mph with killer karts on a two car width wide track with 5 right angle turns and 3 U-turns. I am planning on more races and a few Amateur night games over Christmas. I also found a few people who were interested in playing next semester. I made a few courses fairly quickly and I am hoping to translate some real mountain roads to 1 inch scale. What types of play aids do I need to understand the game better and make it easier to play? I printed out the tables and car options in Car Wars Classic. I also have some turning keys. I don't really know what other aids would be useful yet. |
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#2 | ||
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Join Date: Dec 2007
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Quote:
Quote:
This is correct -- if one's HC is 3 (after all modifiers), that is the highest it can go; so if one is at HC 1, and recovers 4 HC points/turn, one only recovers 2 HC points, to HC 3; the remaining 2 HC points are lost.
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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#3 |
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Join Date: Jun 2008
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In movement the fastest car moves first.
In order to resolve ties we also ruled that in the event cars were moving at exactly the same speed, cars moved in reverse order of reflexes. This means the driver with higher reflexes gets to see what the other car is going to do before declaring his move. If it is still a tie, roll a dice. There are still occasions where you need to make a judgement call. We had a car sideswipe a fixed obstacle and another car at the same time. The difficulty was the moving car had a lower DM than the stationary car and didn't have enough damage to breach the fixed obstacle. The rules at this point were contradictory. In the last case the best thing to do is have each player in the collision put forward their case and discuss it. If you can't reach an agreement after 2 minutes roll a dice to see which interpretation you use. |
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#4 | |
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Join Date: Dec 2007
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-- Jumping/Falling: Badly overcomplicated, which drives players away, and causes even experienced players to avoid arenas with jumps. [Yes, I have a solution for that. :) ]
-- Fire/Explosion: Too many die-rolls required. [Yes, I have a solution for that, as well. :) ] -- Calculating To-Hit: It's always been a bit annoying to me that the *lower* a base T-H is, the better it is. Quote:
The problem arises with anything multi-session; trying to get all the players involved to show up can be a scheduling nightmare. Ah, yes -- this. I write stuff down; for ex., when drawing up the damage sheet for a car, next to each weapon is data like "to-hit number", "damage", and such (with any bonuses). That way, it's right there where the player can find it quickly, as opposed to silly-walking through the manual.
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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#5 | |
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Join Date: Mar 2011
Location: Spinward Marches
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