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RE: [DL] Pickin' up the Pace
Much obliged, I think I'll incorporate those into my house rules.
--- coyote <coyote@net-link.net> wrote:
> -----Original Message-----
> From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net]On
> Behalf Of Jason Young
> Sent: Friday, March 22, 2002 4:41 PM
> To: deadlands@gamerz.net
> Subject: [DL] Pickin' up the Pace
>
>
> Am I mistaken, or are rules for Pickin' up the Pace absent from the 2nd
> ed.? I saw them in my friends 1st ed., but can't find them anywhere. Is
> this intentional, because of the way movement has changed, or an
> oversight?
>
> <<Snip>>
>
> It's gone, more or less but reread page 116 of the Player's Guide for
> the
> offical rules covering movement in Deadlands 2nd ed.
>
> I'll paraphrase:
> There are still rules for pickin' up the pace, basically you do a double
> move but all of your rolls that round suffer a -4 to the die roll
> although
> if I were running the game I wouldn't apply this penalty to die rolls to
> vamoose.
>
> Unfortunately the official rules can result in some pretty annoying
> problems. Now this will no doubt ruffle the feathers of the Deadlands
> purists so if you believe the rules are chiseled in stone and anybody
> who
> points out faults or dares to suggests alternatives to the sacred
> mechanics
> you might wanna delete this message before it causes irreparable damage
> to
> that squishy pink and gray stuff filling your noggin.
>
> Still with me? Good for you Hoss! Take a red chip for bein' so brave and
> read on:
>
> The biggest problem with the Deadlands movement system becomes obvious
> when
> you run out of Pace before you run out of cards. I distinctly remember
> one
> instance of this at Origins a few years back. I was running an adventure
> set
> in the Maze for the good folks at PEG. One of the players who was
> playing a
> hand to hand butt-whoopin' type of character decided to kick it into
> high
> gear to close the distance between himself and the black hats who were
> unloading some cargo from a boat on the other side of a shallow harbor.
> He
> did a double move running twenty yards and then just stopped, having
> exhausted his Pace even though he was still holding four cards in his
> hand.
> On his next card he asked "can I move again?" and then it hit me, this
> poor
> bastich just ran his @ss off and is now a sitting duck and he still has
> four
> cards left. True if he's shot at he can vamoose and he can always sleeve
> one
> of those cards but then what? Realizing the shortcoming I instituited
> the
> following mechanics which, after a couple of years of tinkerin' and
> playtestin', I have used ever since:
>
> You may move your full Pace in yards, this may be spread out over the
> course
> of the round.
>
> You may do additional moves but to do so costs 1 Wind, the additional
> distance from Pickin' up the Pace is equal to the roll of your
> Nimbleness
> die (ignoring aces!!). I said die not dice, you only get one. Pickin' up
> the
> Pace costs one of your action cards but it may be combined with another
> action but at a -4 to the die roll. The penalty lasts until your next
> card
> comes up.
>
> It works, give it a try.
>
> Happi Trailz,
>
> >>Joseph C. Wolf
>
> --
> Joseph C. Wolf
> Line Developer, Dark Heaven Legends RPG
> Reaper Miniatures Inc.
=====
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