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Re: [HOE] Running from a fight
> Running away from a fight? God I wish I had that problem. My players tend
> to fight till the last man. No wonder why my campaign seems to have a high
> attrition rate.
Well there's levels of running away. For example in my Deadlands game
there's a voodooist who sucks in HtH (2d8) and the groups been going up
against Aztecs with generally much better scores (3d10+). So what he'd
want to do was get out of hand to hand (because with rules from Wast
Warriors he'd be rolling 2d8 to shoot in HtH still) and put some distance
between him and his opponent and then fire. I just wanted some solid rules
(I was kinda winging it before).
I can remember, in Waste Warriors you use your fightin' skill to shoot
pistols in HtH. Does you opponent still get to add his skill level to the
TN?
We've kinda thrown out those rules and come up with our own:
To shoot in HtH you use your fightin' skill, but your deftness die-type.
So this raised the voodooist up to 2d12 (he's a good shot) in HtH. I liked
this because it doesn't make it too easy or hard for someone to shoot in
HtH, but there is still an incentive to raise your fightin' skill. To keep
things balanced I was gonna say that all shootin' in HtH is hip-shooting
(so you get a -2).
> But overall I thought you rules were okay. Although I think what is
> considered a situation changing should be defined better for 3 raises.
> But overall they seem like they should work well.
I tried to make some solid rules for this, but I kept coming up with
exceptions, so I thought it better just to leave it to the marshal's
discretion.
Theo McGuckin - SysAdmin, JLab, Safety Warden (Bldg. 85)
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