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gang_hit_points [2016/10/27 03:50] andrewgang_hit_points [2016/10/27 03:52] andrew
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 // Sounds good, but I'm cool with this being squishy.  Also, I'm not convinced that all gangs are created equal.  IMHO, the FREE MEN aren't as good as the Wound Ravens at extortion, but if a heist has to happen the FREE MEN are better at doing that.  There is an M.O. to a lot of these groups that we should be aware of.  Here's an idea.  Let's call the hit points like a "Percentage" Rather than rolling randomly, let's just decide how many "kingpins" or even how many adventures it takes to bring one of these down a peg, or down for good.  // // Sounds good, but I'm cool with this being squishy.  Also, I'm not convinced that all gangs are created equal.  IMHO, the FREE MEN aren't as good as the Wound Ravens at extortion, but if a heist has to happen the FREE MEN are better at doing that.  There is an M.O. to a lot of these groups that we should be aware of.  Here's an idea.  Let's call the hit points like a "Percentage" Rather than rolling randomly, let's just decide how many "kingpins" or even how many adventures it takes to bring one of these down a peg, or down for good.  //
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 +//NEW IDEA: instead of hit points, why don't we rate a gang's power by how many districts they have?  It is true that not all districts are created equally.  However, we should be able to allow PCs to clear a single district in one or two game sessions.  That should be the bar in my opinion.  Want to take out a gang?  Clear that district. //
gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1