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[DL] Dealing With Wind



Hello All,

I hate to have to keep using my old Chill campaign as
an example but there are reasons we abandoned it and
I'm trying to avoid similar mistakes.  In Chill there
were the concepts of Stamina and Wounds which are
comparable to Deadlands' Wind and Wounds,
resprectively.  Simlarly, Stamina went down much
faster than Wounds just like Wind goes down much
faster than Wounds in Deadlands.

At lot of the creatures in Chill said things like:
This creature takes normal Stamina Loss but no Wounds
from normal weapons.

This was, presumable to make creatures more scary
because you couldn't kill them.  But it seems to me
that an unconcious creature is just as good as a dead
one.

What constantly kept happening was that my supposedly
very powerful creature would have one shot at doing
something nasty to the party then my 5 or 6 party
members would all shoot it and down it would go
because of Stamina loss.  Game Over.

I see the same problem potential in Deadlands.  Now, I
noticed that some creatures don't take wind, which
solves the problem.  Also, the Marshal has fate chips
that s/he can spend to aleviate wounds and wind but
since the Marshal only has 3 for the whole lot of the
baddies he's running that will only work for so long.

So my question is, how do you other Marhsal's deal
with preventing your climaxes from being anti-climatic
by having some supposedly powerful creature droping
unconcious with 1 or 2 shots.

On a related tangent for creatures where you're more
likely to go for different body parts (like the
tentacles of a Desert Thing or Mojave Rattler) do the
creatures take Wind damage for damage done to these
parts or just when damage is done to the bulk of the
body?  

As always, Thanks, in advance.

Jesse

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