Talk:Future Imperfect chapter 6

From benscondo.wiki-rpg.com
Revision as of 10:51, 29 May 2016 by Jason (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

--Jason 09:51, 29 May 2016 (MST)I like the sharp and rough edges bit. Maybe we don't need edges and flaws at all, maybe they are all edges. The sharp and rough delineator could be all that is necessary.

--Jason 09:51, 29 May 2016 (MST) This line: Imposing penalties in relation to flaws is purely mechanical and largely devoid of storytelling or creativity brings about a point. One thing that has been mentioned so far in the rules is that you do not get an effect you haven't paid for, even if it makes sense. This should be the case here as well. You should always roleplay your flaws, but you should not always expect compensation for it. Same with your bonuses.

--Jason 09:51, 29 May 2016 (MST)We should not call story chips bennies, that is what they call them in Savage Worlds, which is the next step in the evolution of Deadlands. One that is not nearly as positive an evolution as this!

--Jason 09:51, 29 May 2016 (MST)Flaws should only earn chips when they occur more frequently than the frequency mechanic. Also, we need some kind of way to police the taking of flaws with high frequency, and then they not actually occurring. There needs to be some counting mechanism or something that makes them even more detrimental or some other way to discourage taking flaws that do not happen. Maybe they stop accumulating chips in other ways if they do not occur.

--Jason 09:51, 29 May 2016 (MST)Feel free to ignore this, but there are a lot of exclamation points in this section.

--Jason 09:51, 29 May 2016 (MST)I think perks/flaws should all have the same effect, and not have it be dictated by frequency. Also, how do we add +1 dice? Do you mean shift the row down? Remember, this is not always beneficial unless it is effect. Players might not like that. If this is how you wish to do it, then give the player the option to shift it down one row, and allow them to play the chip after seeing the card.

--Jason 09:51, 29 May 2016 (MST)You write in a note that you can spend a white chip to add one die to your pool, this is not the case. You must be thinking of the original Deadlands rules. Check the end of Chapter 3 for chip effects. I just modified them, but they did not say that even before the modification.

--Jason 09:51, 29 May 2016 (MST)As with edges above, how would this be implemented? Possibly the player would take the lower result from the two rows?