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Re: [DL] Talisman Idea (comments requested)



  TobyAkers@aol.com wrote:

In a message dated 5/19/02 1:11:58 PM US Mountain Standard Time, johntfs1@yahoo.com writes:


<P>Ace................... 1 pot
<P>One pair...............2 pot
<P>Jacks..................3 pot
<P>Two pair...............4 pot
<P>Three of a kind........6 pot
<P>Straight...............8 pot
<P>Flush.................10 pot
<P>Full House............12 pot
<P>Four of a kind........16 pot
<P>Straight Flush........20 pot
<P>Royal Flush...........25 pot



>>I think this is an interesting idea, however it lends itself to alot of abuse.  I think this could be rectified by increasing the minimum hand on the talisman hex.  An ace should not allow a permanant magic item to be created.  I believe in H&H the minimum for talisman is 2 pair, and this should probably remain.<<

I agree.  I only included the Ace-Jacks portion to include the Pot cost for Hexes of that hand level.

>>Keep in mind that in DL magic items are very subtle, most hexes are not so subtle.<<

This is true.  However, also consider that most magic items have been created "naturally" (or at least without conscious effort) by the sheer amount of supernatural energy in the world.  When people begin to harness that energy more efficiently, more potent and obvious effects can be generated.

Obviously, I don't want Deadlands to turning into AG&G (Advanced Gorgons and Gunslingers) where folks are turning out +1 Pistols of Wounding.  What I did want was a system to create magical items that functions as the roots of the system used by Junkers in HoE.  Note that the revised Talisman effect is far less efficient (and far more dangerous) than the one used by true Junkers.  Which is as it should be.

 

 

 

 



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