[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [DL] Re: deadlands-digest.20021219-1
The group that I have run with have done something with the Wierd Wars (in
the DL universe) that may simplify but might make it a bit unbalanced.
For any battle with mooks, take in consideration how many you are planning
on sending on the first wave. Then give every 3 one card to act on. Though
this might sound fairly weak for just initial mooks, keep in mind they are
"faceless minions dying for the heroes to save the day (song I was working
on)." Keep it simple in that mode. As for players, only have them roll
only for the major events for actions. If they "botch," assess the penalty.
On average, everyone gets 3 actions. Enough for 2 cards for aiming and one
for defense. Although this might make things a bit more powerful for your
slower chars and bad for your quicker chars. However, if they complain just
say that when it counts, they will have the advantage. Something about the
fear factor. So far this has done well for our games and kept the mooks at
bay.
Just a suggestion
C M Hylton