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Sherlock Holmes Detective Story Game» Forums » Rules

Subject: Forced to add to rolls? rss

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Kevin N
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So I have played this a few times, and have a clarification question: Are you required to add to roles based on traits or equipment?

For example, I have the Calabash Pipe which adds one to my action table rolls. If my roll brings the total to 11, adding will make my total 12. However, once I really wanted an 11 for a clue event that I needed. Am I required to add to my roll, or does this allow me to add 1 if I choose? I noticed in some actions that it says you "may" add 1 to roll based on traits, so I assume that there is an option there. In other places, where it says that you "add one" does this mean "you must add one" to the roll?
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Nate K
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My rule of thumb with such questions is, "Go with whatever makes for a better story."
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Mo
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kurthl33t wrote:
My rule of thumb with such questions is, "Go with whatever makes for a better story."

I've always played that you must add to the die roll. But I think it's really up to player. There is no wrong answer, IMO.

Mo
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Steve Mackenzie
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A good point. Sometimes you don't want the highest available result on a table - a small failing of the game I realise.

I agree with the above answers - definitely go with what the game needs.
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Kevin N
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Thanks for the input. I think I like having it as an option as it adds a little choice to the game. As a Sherlock Holmes fan, I really enjoy this. Thank you for putting it together!
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Steve Mackenzie
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knewgie wrote:
Thanks for the input. I think I like having it as an option as it adds a little choice to the game. As a Sherlock Holmes fan, I really enjoy this. Thank you for putting it together!


Thanks for the feedback. Glad you're enjoying it. I have grand plans for improvements and changes so let me know if you come across anything you think would improve the game further.
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Kevin N
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You are welcome. It is clear that you have put a lot of work into it. I read elsewhere that you were looking into the use of cards in order to add some choice. Thinking of that and my interpretation of the calabash pipe, I was wondering if it would work to use cards with clues to beef up the role of clues. What about drawing a card with a number on it whenever you find a clue. That card could then be used in place of a roll to obtain the number you choose later on in that adventure... Or instead of a number, the cards could refer to a Watson event, Or a Holmes event that you could play to have that event instead of rolling. It might require some rebalancing in spots, but would allow for some choice.
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