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Re: [DL] Mad Scientists are so weak!
Mad Scientists are limited by time and money, hucksters etc. are limited by
bounty.
We had hte problem in out game that most ABs could spend bounty on
hexes/miricles/etc. but the MS ended up spending bounty the same way a
gunslinger would.
The house rule I came up with is that you could spend 1 bounty per "level"
of the hand to half the invention time. This gave the MS something to put
bounty into, and helped speed up inventing
>From: Reemull <reemull@yahoo.co.uk>
>Reply-To: deadlands@gamerz.net
>To: deadlands@gamerz.net
>Subject: Re: [DL] Mad Scientists are so weak!
>Date: Wed, 8 May 2002 15:42:10 +0100 (BST)
>
>So effectively, Mad Scientists are limited by the players imagination
>and Hucksters are limited by PEG's imagination?
>
>Anyway there are rules for hucksters creating their own hexes - just as
>there are rules for mad scientists creating their own devices. Granted
>the MS rules on invention are central to the AB type, whereas the
>huckster rules are more of an add on - but still, they do allow a
>huckster a similar versatility.
>
>Roy
>
> > Totally disagree. Hucksters et al are limited by the spells
> > we gave them.
> >
> > Mad scientists can do *anything.*
>
> > Shane
> >
> >
>
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