
07-13-2014, 03:40 PM
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Registered User
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Join Date: Aug 2012
Posts: 52
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Personally, I: - Count each shot separately for damage. So if a player fires off 3 shots, he/she has to roll for damage for each shot, or multiply the damage of the first shot by 3.
- double/triple radiation douses (so they may actually look and find rad suits). Make it something to keep track of, instead of ignored.
- use feet, not meters, when measuring distances (helps with research/player knowledge).
- Allow most of those splat books that were published to be used. Except equipment that seems overpowered.
- Double the price on the lower-priced things. After all, this is a scarcity economy, and someone won't let their guns/ammo/rad suit go cheap.
- Add a new skill: Bartering. IE the ability to barter things and services for other things and services. It's tested in a similar way to a skill check, but I test it multiple times during the bartering.
- I also LOVE to use what I call the extended skill test. A lot of people call it that, but you know what I mean. Basically, taking the bartering example from above, if the PC gets a really good score the first roll, the negotiation starts off good. Keep that going for 1-2 roles (they generally last about 3-5 roles), and he may throw in a little something extra. But if the PC fails, the negotiation stops, or just rolls down hill a bit, depending on how bad it is. I may just try and extort them a little further.
- Oh, and I generally do about 1.5 times normal damage for any damage to PCs. Just to make it that bit more deadly.
Thoughts?
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