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This is an excerpt from Westward, and change from Azamar. The fundamentally changes negative-outcome rolling on the Wild Die for easier understanding and a "Higher is Better" approach. Feedback is welcome!

 

Optional Rule: The Wild Die

An optional feature is using the Wild Die. Using a Wild Die provides the potential to reduce spending Cinema Points during game play by re-rolling. Using a Wild Die in game play dramatically changes the dice mechanic and game play experience. When choosing not to use the Wild Die, the GM should reward more Cinema Points during game play. The concept of a Wild Die derives from the basic principles of a Wild Card in a card game. Every time a roll occurs, the player must select one die different from the others, differentiating it by size, design, color, and or superstition, its up to the player. This die is your Wild Die.

 

How it works

Whenever the Wild Die results in a six (6) on the first roll, the player rolls the Wild Die again, and continues rerolling the Wild Die every time a six (6) occurs. Each six (6) adds to the total sum of the roll. When a reroll of the Wild Die does not result in a six (6), the result is added to the total and the rerolling stops. If rolling a one (1) on the Wild Die after an initial roll, add the 1 to the total sum of the roll.

 

When a Wild Die results in a one (1) on the first roll, the roll has complications. The player must reroll the Wild Die and the following limitations and penalties occur. If the GM allows it, a player may choose to spend a Cinema Point to avoid rerolling for complications, add the 1 to the total sum of the roll.

 

Rolling 1 on the Wild Die

1 on first roll, then 1 - Roll Fails

1 on first roll, then 2 - Count Only 2 Highest Dice

1 on first roll, then 3 - Count Only 3 Highest Dice

1 on first roll, then 4 - Count Only 4 Highest Dice

1 on first roll, then 5 - Count Only 5 Highest Dice

1 on first roll, then 6 - Count Only 6 Highest Dice

 

Rolling 1 on the Wild Die on Special Rolls

Sneak Attack: 1 on first roll - the Sneak Attack attempt fails, badly.

Absorbing Damage: 1 on first roll - Add Normally

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