Re: DS3 features
From: "Brian Bilderback" <bbilderback@h...>
Date: Thu, 04 Apr 2002 12:06:49 -0800
Subject: Re: DS3 features
Tomb said:
*SNIP*
>Note 3: If the other player paid X (large number) points for his little
>nuclear jeep, in theory you should have a lot of stuff on your side
that
>is non-munchkin-like to fight him with.
>
Oy, again with the snippage....
>So, I would address this issue by making most designs public (Jane's
>2183) but not telling which ones I plan to bring. Also, realistically,
>you'd have some clue of typical organizational structures of your
>opponent. Either that or you've got a larger problem than a weak point
>system....
Mr. Barclay speaks the truth. besides, while most of us do have an
aversion
to megamunchkin tactics such as those bandied, There are a few
mouth-breathing types who CRAVE a scooter-from-hell concept... There are
some things you just can't make rules to prevent, and minchkinism is one
of
them. There are gaming social reactions that work a lot better. And if
the
minmaxers want to run jeeps that can take out the death star, more power
to
'em. I don't have to play them.
3B^2
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