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RE: [DL] Guts and fear, WAS saloon gals
Yeah, I thought of the same thing just last week at my game. I was
thinking that every raise on the Guts-check lowered the number of dice
on the Scart table by 1.
Example, TN 9 monster, 4d6 on the chart. Character rolls a 16 on Guts,
getting 1 raise, so he only rolls 3d6 on the Scart table.
Whatcha think?
Joe
-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net] On
Behalf Of Ben Rasmussen
Sent: Friday, May 31, 2002 6:02 AM
To: deadlands@gamerz.net
Subject: [DL] Guts and fear, WAS saloon gals
----- Original Message -----
From: "Patrick Downs" <knick_nevin@yahoo.com>
> i had two girls in two seperate instances play a
> saloon gal, both times the the girls learned very
> quickly the necessity for having points in Guts and
> high dice for Shootin'
> -doc
This brings up something I've recently been bothered by... Guts checks.
I love 'em. I wish players would fail 'em more. But something about it
strikes me as odd.
As one gets a higher guts or spirit die, they make more and more fear
checks. Natch. Makes sense. But when they do fail, they get hit -hard-.
Seems odd that a steely eyed veteran and a weak in the knees saloon gal
both die of heart attacks at the same sight. The vet will never
encounter something that makes him go weak in the knee's.
I"m thinking about trying to work a staggard type check, where higher
rolls reduce the effects. That way it's not all or nothing.
Anyone else out there ever do anything similar?
--
"Going to war over religion is like fighting over who has the better
imaginary friend." - - Richard Jeni
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