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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