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Re: SV: [HOE] Massive Damage ...



> > Actually, this isn't the case. Chips represents Fate (tm) that 
>intervenes and in some miraculous way saves the character. Think of it as 
>the scene in Pulp Fiction, where that guy unloads his gun at Travolta and 
>Jackson at point-blank range, and every bullet misses. He should at least 
>have wounded them - but somehow, he missed.
> >
>Well I don't have my DL or HoE book with me, but I was pretty sure that
>under the player's section on Fate chips there was a blurb to the effect
>of what I said. Maybe it's different in HoE. I'll pull my book out and try
>to find the passage.
>

I'm pretty sure it doesn't.  But even if it does, and as per my previous 
post...I would ignore it.  ;)  You the Marshal can always rationalize a way 
the PCs can't spend Chips to avoid damage.  Just means the game will slow 
down even further (as if the new massive damage rules don't slow it down 
enough) as the players keep trying to find loopholes so they can spend chips 
(and considering the new damage figures, who can blame them?).

Besides, see my previous calculations.  So we're going to make massive 
damage _more_ damaging (pretty much fatal even if you do have the chips if 
the damage and location rolls run average or a little better), AND limit the 
players' ability to spend the chips that will give them a (small) chance of 
surviving?

I agree that players should respect explosives.  And yes, the old rules may 
have erred a little too far in downsizing explosions.  But the new rules go 
way overboard.  And increase your die rolling, depending on the 
circumstances, by a factor of 10.

I tend to go with a more "cinematic" view of the game.  You  don't see 
Ahnald being 2 BRs away from a massive explosion and dying halfway through a 
movie.

Pinnacle, when designing stuff like Automatons, presumably didn't _intend_ 
PCs to die so impersonally and rather goofily:

"Well, you spent dozens of rounds of ammo, blew through some strain, put up 
a great fight, and put down those two automatons in truly dramatic fashion.  
Now they detonate for 6d20 damage each under the new massive damage rules.  
Bye-bye."

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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