Hey man, welcome to the list: I've RPed for a long time and am Presidient of an RPG society, and let me give ya few hints: Don't worry about speed or encumbrance. They are things that people who have played for years don't get right, and usually it's pretty petty. Unless your players are doing something stupid (Shooting Star Press with a Sea Chest is a little rhyme for wrestling fans :-) let it slide. A small bag of gold doubloons won't effect your character. A rifle slung over his back probably won't effect your character. A steam gattling gun, that might. :-) So just think of it standard. Deadlands is a game of heroics, IMHO, and you can go a lot farther by letting your characters bend the rules for a better effect. Just be honest with yourself and decide where Bending and Breaking is. :-) Brisco County Jr. and Indiana Jones never worried about this kind of thing. :-) Enjoy the setting. Deadlands has a HUGE leg up on a lot of games in that it's world is familure enough to be playable but diffrent enough were your players have to relearn everything. Read up on your Wild Western history... there's so many good ideas you get. For example, a "Modern Marvels" show I just saw on Breweries noted that Adulphus Busch started his Brewery in 1876 or 77... what if it started not in St. Louis, but in The Maze, quenching the thirst of Local Miners... and what if Mr. Busch was a Mad Scientist, or better, an Alchemist? :-) Get creative. There's plenty to play with. Enjoy your game. Other people can answer the tech questions, but I just remind you to enjoy the setting, not the rules. :-) -Stryfe On Friday, March 21, 2003, at 00:38AM, rrj <rrj@cjnetworks.com> wrote: > ><<Original Attached>>
hi, i'm new to the deadlands scene, and rpgs as
well. i'm not even sure if i'm using the right mailing address to get my
questions on the list. i'm trying to wrap my mind around the rules
and it seems almost impossible. so much to keep track of. i have a
few specific questions at this time though concerning the player's
handbook.
1. p40 climbing is set at Pace 2 plus
climbing level up to a maximum of 5 yards per round. is this applicable to
ladders? ladders are very easy to climb but it seems unnatural to give
your regular pace to them.
2. p116 A character can move up to
twice his Pace in yards in a given round. He can divide up this movement
however he wants each action.
can you also divide your movement up during each
action? or if you begin moving does your action end when you stop
moving? if you can stop running then continue on again it seems that you
can use this as a loophole to avoid the running penalty.
also on the subject of movement, on a 1" square
grid what is a yard?
3. p121 A charcter firing an automatic
weapon can make called shots or benefit from drawing a bead on his first burst
in an action only.
does this mean that every bullet fired in the first
burst or only the first bullet in the burst can use draw a bead and called
shot? and if it is the former can you choose a different spot for a called
shot on each separate bullet?
4. p138 You can try to recover from
being stunned during any action.
referring to any one of your actions or any other
character or NPC's action as well?
5. p.139 Whenever a character takes a
Serious wound, he begins bleeding, losing 1 Wind per round...2 for Critical, 3
for Severed.
Is this for your highest wound level or cumulative
for each area wounded? For example if you had a Serious wound to your leg
and a Critical wound to your arm you would lose 3 wind per round or only 2 for
the highest wound level?
6. a situation: your character is
backed into a corner arms length away from a bad guy. you have the highest
action card that round and the NPC has no means of interrupting your
action. it seems in this situation you can simply state that you sidestep
the badguy and escape the situation without a challenge. this doesn't make
sense to me as the close proximity of the bad guy suggests he should at least be
able to make an attempt to stop you from moving out of his range of
grasp.
7. on actions: i'm a bit fuzzy on
exactly what you can do in a single action. the only
concrete event i can remember reading about is drawing a new weapon, this
takes one action. i'm going to try to use this as a measurement to
understand what can be done in an action. anything that isn't readily in
hand must take an action to perform. if you want to bash someone over the
head with a chair it takes one action to walk over to it and pick it up, you
can't perform the bashing in the same action. it would take an action to
pick up a gun off the ground but you could not fire it that action. now
the quick draw skill allows you to draw and fire on the same action, can this be
applied to the other situations above?
what about running to a lever and pulling it?
more than one lever?
jumping on your horse then riding away? one
action to mount but you can't move that action?
picking up several items but not attempting to use
them? can you only pick up one thing per action?
can you continue moving after picking something
up? if you can but can't pick up more than one thing it would look
odd.
strange situations maybe but i'm trying to
generalize.
i know this is all subjective and that as a
marshall it's your job to make ruling on these things but i need a firmer
baseline from which to operate than "most things your hero does take one
entire action"
thanks for your help,
robert
|