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Re: [HoE] First posting
In a message dated 1/18/99 1:44:58 PM Central Standard Time, fort51@yahoo.com
writes:
<< I'm hoping someone out there might have some hints for Junker rules
and ways to make the system for creating gizmos a little easier. Its a
bit clunky I think, although not as hard as some on the Deadlands
serve have commented.
>>
I think that the Junker rules are great if simply for the reason that they
ARE difficult. I'm in advanced calculus right now and it still took me two or
three reads to understand all of the junker rules. After using the rules once
to build something, the whole junker system seems much easier. But the section
looks imposing enough that the guy in Deadlands who took the mad scientist
edge so they could build a gun that does 20d20 thinks twice about the same
tactic. While I'm not trying to be inflamatory, I feel that most mad
scientists were created to be suppliers for A-team posses (hey, I even did
it....) and that is less likely to happen with junkers. Instead, junkers are
appealing to those who want to work for their abilites, and the rules do that.
I had a friend who wanted to build guns as a junker- and it took several hours
of work to come up with a system for that (he developed an easy-bake oven for
weapon parts and assembled them himself) and it made the character seem more
intelligent. While the rules are not perfect (the size rule thing does not
really work), my opinion would be that they do not need to change.