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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)