[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [DL] Mad Scientists are so weak!
On Wednesday, May 8, 2002, at 11:19 AM, William Ogden wrote:
> 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
Not a bad idea, although I should mention that most Mads will probably
be continually expanding their range of science skills...
Also, i generally (the one session I had a mad scientist) assume that
they are going to be time intensive, but I am easy going on the costs.
Basically, though, you can get it cheap, you can get it right, or you
can get it fast. Pick two, or for most mad scientists, pick one.
--
Brett
LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER
MAN? (Reaper Man, Terry Pratchett)