[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [[DL] Dealing With Wind]
>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.
If it *really* is a climactic battle, then it doesn't
happen every session. I pull three at the start of night,
just like players. Plus, don't forget your extra every
time they spend a red (I'm one of those nasty Marshalls
that pulls on ANY use of a red)Also, just like the players,
I hoard my chips for the big battle.
To make sure that the players run out of chips faster than
I do, I whittle down their stacks with mooks. (Note: NEVER
spend chips on mooks)
Also, the Big Kahuna will be watching the battle from a
hidey-hole for a few rounds, if possible, which means:
1. He'll have a sleeve card
2. He'll have spend several actions drawing a bead, so
that his first shot is a head shot, at the whichever
character he decides is his biggest personal threat (i.e.,
if he can only be harmed by hexes, he will hit the huckster
that he saw cast a hex, or out of general principal shot
the guy with the Sharps, or the gattling shotgun...)
3. If he has a special abilities that needs activation
(i.e., harrowed power, hex, black magic, etc.) they will be
"powered up" before entering the fray
As far as wind itself is concerned, don't forget that if
you negate the wounds you don't take wind. Also, use the
oft-forgotten "regain wind" ability of chips...
Patrick
__________________________________________________
Do You Yahoo!?
Yahoo! Shopping - Thousands of Stores. Millions of Products.
http://shopping.yahoo.com/