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Re: [DL] Dealing With Wind
I've found that simply using the die results as a guideline works best.
course, my dice hate me, so my players would be able to do what ever they
pleased if it were up to the dice.
for instance, if a baddie blows a check, but it would be inapropriate for
him to compleatly fail, I fudge it so he gets a partial success.
New here, and just decided to put in my two bits, as it were.
>
> On Wed, 29 Nov 2000, Ross Coburn wrote:
>
> > jeffmill@amazon.com wrote:
> >
> > >> I have evil d6s as well, so I would often wince as a baddie taking
1d6 Wind
> > >> loss (with, say, 18-24 Wind) would end up dropping on the spot.
Happened so
> > >> often I nearly chucked the dice, before remembering that d6s are also
used
> > >> to inflict pistol wounds on posse members... <g>
> > >
> > > There's a simple, time-tested GM trick to this...
> > >
> > > Ignore The Dice
> >
> > Yeah, but I find that if you do that too often, the game essentially
loses
> > it's edge. If players know d@mn well that the Marshal will prevent them
> > from getting maimed, then combat becomes pretty much pointless.
>
> Funny, I find that when I let players run rampant over the game's story
> and excitement because of a few lucky die rolls the game loses its edge..
> oh well, YMMV and all that.
>
> ...but what I think you're missing is the point that you don't fudge
> things to save the characters - you fudge them to protect the story.
>
> > I generally shy away from rolling too many dice, but once they get
broken
> > out, let 'em fall where they may. That's why the game has Fate Chips;
to
> > soften or alter the results of those throws.
>
> I guess... but Deadlands uses so many dice rolls to begin with, that
> you're essentially always going to be "letting 'em fall where they may" I
> would think that a skilled GM could handle both without resorting to
> saving the players bacon /and/ giving them a good story.
>
> -j-
>
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