[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
No Subject
Will this let them go above 10? Also, shouldn't this tie into fighting
creatures? In HoE terms, what if you're fighting Black Hats in a Fear Level
4 area? There doesn't seem any particular reason they would be entitled to
an extra chip. Of course, as someone noted, you're more like to hit high-FL
areas in HoE, too...
>Grit (22): We got rid of the whole concept of “fearmongers.” Too many folks
>just couldn’t decide who or what a fearmonger was. From now on, award Grit
>when your posse defeats a major evil—it’s your call if the end of any
>adventure is worthy. Also, a character’s maximum Grit is 5, and it can now
>be
>lost by going bust on a guts check made against a TN of 9 or higher.
>
Hmmm, the "fearmonger" concept is explained pretty well in HoE, while still
leaving it up to the Marshal (as the new system above does for deadlands
anyway).
>Knacks (39): As we mentioned in the Weird West Player’s Guide, Knacks are
>now
>a mysterious past. If you have players who bought knacks as Edges, leave
>‘em
>alone. You can institute the change on any new characters brought into your
>game if you want. We also gave knacks Legend Chip abilities.
>
Hardly seems worth it, given the very new relatively temporary nature of
Legend Chips.
Hope that all helps.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com