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Re: [DL] Dealing With Wind
westfam@the-i.net wrote:
> 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.
Hola, and welcome aboard!
I don't think it's completely inappropriate to do that if this is your style
of play; after all, the one instance that it's very unlikely a Marshal will
be able to chip a result is when a baddie goes bust; then it's Black chip
(if you use them, as I do) or nothing, and those things just don't grow on
trees.
On the other hand, I try to set things up so that I can avoid fairly common,
tedious rolls, and if something dire happens, IMHO it really was meant to
happen. Of course, if said baddie were to, for example, go Bust on a stun
check when shrugging off a single level of damage inslicted by a distant
posse member in the middle of a good gloat, I'd make it circumstantial;
being jolted by the steam venting from the nearby gizmo the posse member
nicked, and p'raps scalded such that he'd need an iron mask next time they
meet ('cause then you throw the minions at them to keep 'em busy while Dr.
Doo, er, your villain escapes!).
Try to have fun with it, and roll with the punches.
Ross Coburn
coburn@sympatico.ca