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Re: [HoE] Balance of Power(spoiler marshals only)
>>
>>I recommend more chips. Take your three as usual, and an
>>extra one fot each major bad guy - big boss, mook gang
>>leader, etc. That gives you a nice starting pool, and make
>>sure you take a chip whenever your heroes spend a red one.
>>That keeps you a nice supply. Remember to get your chip
>>whenever a hero pulls a black joker too, and check the Fear
>>section of your rulebooks - certain cards give extra chips
>>and bennies whenever you draw them.
>>
wow thats sick.
>
>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.
>
thats why I have never used the "fast combat system" ;-). I use NPCs all
full stated characters. it makes me have more flexibility, makes them
tougher, and gives the PCs a greater sense of accomplishment when they go down.
as for avoiding high fear levels...in HoE is that not pretty darn hard.?
The way I run it is your happy if your in a fear 4 zone.....
>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. ;)
>
some people don't do it that way...me...I do...but still...
mebbe I am just lucky as my Players have never really tried that sort of
thing too much. well, 1 or 2 do but not the majority.
>---
>
>Steve Crow
>
The rambling Baron