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Re: [Re: [Re: [DL] Dealing With Wind]]
- To: deadlands@gamerz.net
- Subject: Re: [Re: [Re: [DL] Dealing With Wind]]
- From: Evil Robot Shane From Another Dimension <wishkah@redbrick.dcu.ie>
- Date: Fri, 1 Dec 2000 09:25:55 +0000
- In-Reply-To: <007a01c05b1d$a5094040$7aa921d1@w98sysrec>; from westfam@the-i.net on Thu, Nov 30, 2000 at 04:29:32PM -0600
- Organization: Self-Appreciation Society
- References: <20001130173100.22497.qmail@ww187.netaddress.usa.net> <007a01c05b1d$a5094040$7aa921d1@w98sysrec>
- Reply-To: deadlands@gamerz.net
- Sender: owner-deadlands@gamerz.net
- User-Agent: Mutt/1.2i
On Thu, Nov 30, 2000 at 04:29:32PM -0600, doyle erin west said:
> True, but this is a game, not a reality simulation. they're Heroes, for
> christs sake. sides, that's what the extra D6 for going bust is for.
Well, games have rules, and the original question was "what's the rule
for..." If you want to ignore the rules and do things your own way, that's
your call, of course.
Personally, I like the open-ended Scart Table rolls. Bear in mind that
although a player might need to roll an 8 on his Guts check when a ferret
runs up his trouserleg in a Fear Level 5 area, it's still technically only
a TN 3 check, and in an area like that (uhh, sporadically moonlit graveyard
where everything seems to be watching you and you could swear you saw that
tree try to reach out for you) there should be the chance for a more
proactive result of the scare than some nervous lip-chewing.
As a house rule, though, you might want to use the Fear Level as a plus to
the target number of the Guts check, rather than as a minus from the result
of the check. Thereby allowing you to roll more dice in scarier situations.
Wishkah
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