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Re: [DL] The Wind Cannon
my e-mail is being screwy so i don't think my first
posting went out or not, I haven't received it through
the listserv anyway, so I apologize if the first one
goes through at some later date, but for now here it
is again
--- Casey McGirt <cmcgirt@hotmail.com> wrote:
> Second, what hand do you think is required to
> make the device?
4 of a kind, it's not rewriting the laws of science,
but it's an implausible device in the real world so it
certainly flaunts them
> First, is it balanced for play?
> Minor Malfunction: Partial loss of air pressure
> reduces the damage to 4d4
I would change this to 3d4
> Catastrophic Malfunction: Turbine ruptures. The
> user takes damage as if hit by the cannon, and is
> thrown forward by the blast (compare damage vs
> Size for distance). The wind cannon is useless
> until repaired.
this is a "catastrophic" malfunction, therefore it
should do LETHAL damage to the user (maybe the blast
of air is super-heated), 6d4 seems fine since that's
how much non-lethal damage is inflicted by the
machine. I would still have the scientist thrown
forward by the blast as well.
also, I would set a repair TN for the required
Tinkerin' roll, either 9 or 11
just my opinion
great device, by the way
-doc
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