[UA] Madness
Saul
gorbag at swiftdsl.com.au
Sun Feb 8 15:49:04 PST 2004
Does no-one else think that failing madness checks is half the fun of the game? The only thing I would change is being slightly more flexible with reactions than the rulebook seems to allow. But as for going nuts, that's the name of the game-- you can always go into therapy, or make a new character.
Saul
----- Original Message -----
From: Jeff Wikstrom
To: The Unknown Armies RPG Mailing List
Sent: Sunday, February 08, 2004 5:18 AM
Subject: [UA] Madness
Towards a slightly more complex Madness check
When you have a high Mind, Madness checks become trivial. When you have a low Mind, they’re terrifying. I don’t like that, and (as I have in the past) I’m considering ways to make Madness checks nastier to smart people and less dangerous to foolish people. Low-Mind characters in particular seem less viable.
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.
I recall discussing this same thing on this same list awhile back, but I don’t think this specific variant was suggested.
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