[UA] Madness

nick wedig nickwedig at yahoo.com
Sun Feb 8 14:22:06 PST 2004


> What I’m thinking of first off is a “Resist Madness� Mind
> skill, calculated exactly like Initiative for Speed.  So Mr. Mind 40
> has a Resist Madness skill of 20 to start with, but can put skill
> points in Resist Madness and bring it up to 40.  Dame Mind 70 has a
> Resist Madness skill of 35, and maybe she has better things to put
> those other 35 skill points in.
> 
> Thus smart characters aren’t *necessarily* better at Madness checks
> than the foolish, and the foolish can have a fighting chance relative
> to them, by buying up the skill.

Well, smart folks in general would still be more likely, but I see your
reasoning, and think this might help somewhat.

This is a fairly drastic change, and I think requires a few other
drastic changes to the rest of the system.  For example, you're
lowering the chance of succeeding in a check, from ~50% to ~25+%, with
the same maximum.  One solution might be to squash the madness checks
into 5 levels so that one Hardened check counts for more.  You're less
likely to make the check, but the success goes further.  Plus, it makes
the Hardened and Failed marks both operate on a scale of five, leaving
one about equal to the other.

Other solutions would also work, likely.

Mr. Teapot
tinkering with the rules


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