[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HoE] Balance of Power(spoiler marshals only)
> Oh, I don't forget that stuff. But the group (and myself) have been
> avoiding high Fear Level areas anyway, and I haven't found the card/chip
> awards that much of a benefit. Plus, the "fast combat system" tends to hurt
> that as well: drawing one card for 10 NPCs gives you a lot less chips due
> to high Fear Level than drawing 10-20 cards for 10 NPCSs.
>
> Also, you the Marshall don't draw a chip whenever your players _spend_ a red
> one: just when they use it on a die roll. My players will do it in an
> emergency, but typically they spend the red chips for either A) wound
> prevention, or B) after they've already wounded the bad guy once or twice.
> Players are sneaky that way. ;)
But that leaves you with only 3 chips versus the players 3
each...
Fudge it and give 'em a challenge. I'd split up the group
cards thing a little - one card for 10 mooks is too kludgy,
I think, and normally go for one per mook. That way some
of them get to act before the heroes (gasp!). Makes my
life a bit harder, butmakes the game a bit better too, in
my opinion.
--
The in-crowd know that the shell is thin
They all protect the cage they're in
Get drunk and stoned and wrecked again
No tears of rage, no cries of pain
Nothing ventured, nothing gained
In smalltown England.
--
Steve Wallace
http://www.cee.hw.ac.uk/~ceesrw
ceesrw@cee.hw.ac.uk