[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: [BNW] Wind (was Brawling) (OLD NOTE)



Here is a note I have on wind. I am re-posting as somebody has asked to see
it.

I have 2400+ mail notes in my mailbox from BNW starting with the first one.
If anybody needs something let me know.

Jason Olivier
"the first person to send a note to the BNW list except for AB"
> -----Original Message-----
> From:	Theo McGuckin [SMTP:tsm@jlab.org]
> Sent:	Saturday, May 20, 2000 2:12 PM
> To:	bnw@gamerz.net
> Subject:	Re: [BNW]  Wind (was Brawling) [MATT]
> 
> > Let's take a look at this - -
> > 
> > The Blaster with a 4 Spirit and a 3 Strength would have 7 Wind.
> > The Goliath with a 2 Spirit and a 5+5 Strength would have 12 Wind (if
> > Powerful adds to wound levels, it will add to Wind).
> > Every time he gets hit, he takes Wind equal to the number of wound
> levels he
> > takes and when he hit's 0 he's too pooped to do anything for a few
> minutes.
> > 
> > Hero takes 2 wounds to an arm, 2 more to each leg and 1 to the torso.
> This
> > would drop the Blaster, but not the Goliath.  I like it.
> 
> Yeah, it makes sense.
> 
> > Gawd - this makes Massive Damage UGLY, with a capital 'UG'!
> 
> That was an added bonus. It works out nicely for fighting scrubs (a lot of
> people use a hit point system for scrubs rather than tracking wounds. Then
> tends to bite for the massive damage doers). 
> Another thing I had thought about was giving an additional +5 TN to the
> FIRST stun check for massive damage. 
> I.e. a grenade goes off in a tough's face, he takes ONE massive
> wound to all areas, normally he would need to make a 6 stun check (and
> probably make it easily). But with this the initial stun check would be
> against a TN of 11 (6+5), after that all the subsequent checks (if he
> didn't make the first one) would be at a TN of 6.
> This would basically represent that a major fire or explosion would knock
> almost anyone on their ass for a second, but toughs and goliaths would be
> getting back up right away.
> 
> > A few game mechanics opinions:
> > 
> > > If you spend a Delta Point to not take a wound level, you do not take
> Wind
> > from it either.
> 
> Absolutely, basically the wound never happened.
> 
> > > When you hit 0 Wind, you are Winded and need to make an immediate Stun
> > check (in addition to the Stun check for the wound that dropped you to
> 0) to
> > stay conscious, wound modifiers do apply.
> 
> I like this, finally you can beat someone unconscious without killing
> them.
> 
> > > Wind is recovered at a rate of 1 Wind per full minute resting (the
> heroes
> > are Deltas, after all)
> 
> I was thinking about uping it even further, maybe even 1 wind per round in
> combat and 1 wind per minute out of combat (the adrenalin flowing through
> you helps clear your head).
> 
> > > You can spend a Delta Point and an action to 'catch your breath' and
> get
> > back 3 Wind.
> 
> With the shortage of delta points do you think you should be able to
> recover all wind?
> 
> > I think this will work well.  I'll try it in my game Sunday night and
> post
> > how well it worked for us.
> 
> Yeah. I think it should be noted that wind (or something similar) was
> probably left out on purpose (as opposed to being forgotten or
> overlooked). This was probably done to keep in line with the "keep simple,
> keep fun" thinking. But us experienced gamers (puffing out chest and
> struting around like an idiot) want more. So we get these lovely lists
> together to come with all kinds of rules to bog down the system :)
> 
> -Theo McGuckin, operations
> "We waste more electrons by 6am then most labs make all day. Be all you
> can be!"
> 
> 
> To unsubscribe, send a message to esquire@gamerz.net with
> 	unsubscribe bnw
> as the BODY of the message.  The SUBJECT is ignored.