Deadlands question about Guts

Trepelano

First Post
I just got Deadlands D20 and I really like it (mostly because I don't have to learn completely new rules).

From what I have heard the standard DL rules are a bit better (I like the fact that its not class-level driven like d20), but since we plan to use DL as an occasional break from our regular D&D games and everyone already knows D20 - I thought it would be easier this way.

I think the D20 version will do us well, but I do have one small problem with it. For a "horror-base" RPG it lacks any form of fear or sanity check system.

After looking over the standard DL rules module "The Last Stop" I noticed that they often call for a "guts check".

Can anybody who plays standard DL tell me what this is based on and what a failure means. Do characters spend points to raise this or does it simply improve with experience? When they fail a guts check do they suffer penalties, freak out, run away?
 

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Pinnacle has a preview of Epitath #4 up on their web site ( http://www.peginc.com/ ) was has some suggestions for modifying the d20 Fear system to be more like the original Deadlands system (it also has some other suggetions for how to make Deadlands d20 more like the original game, flavor-wise).

I don't have my books in front of me, but what I recall of the original system is that's pretty similar to the chart used in the above preview - effects varied by how badly the roll was missed. I think Guts was a skill under Spirit.

Richard
 

Yeah, Guts was a skill under the Spirit stat.

A terror check had you roll against a target number, and it had a number of dice listed by the target number to roll on the "Scart' " table, which is as you say, pretty much like that table in the d20 options on their web site.

Their Weird Wars Blood on the Rhine game has a general mechanic - just make a will save against a DC of 15 for average scary stuff (more or less depending on how scary). If they failed, they're shaken (as per the DMG).
 

looked at the d20 rules on the website. Only problem is that as often as "The Last Stop" requires a Guts check the minor phobia's could start stacking up.

Do you think I'd be wrong to roll 1d10 instead of 1d20. Either that or put some time limit or reasonable way to get rid of phobias because I can see them getting a little out of hand after a while with characters having several minor phobias.
 
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the same problem exists within the original Deadlands (ODL?) system...

what you could do is scale your roll on the chart by how badly the PC fails the check; a d20 plus or minus a circumstance number; or base the die on a failed check (PC rolls a 1, use a d20; PC rolls a failure roll the d10; or or something like that...)

you could also have modifiers to the fear check like they do in ODL; if the PCs defeat a 'fearmonger' (boss BBEG), they gain 1 point of Grit. the PC's total number in Grit is added to the save vs fear

(i'm not sure how they handle this otherwise in the d20 version, i haven't read it...)
 

After soem thought I came up with the following rules for a guts check (utilizing the chart on the Epitath#4 preview).


For d20 purposes whenever a guts check is called for the hero makes a Will check.

If he fails then use the chart given to determine the result. Do NOT role 1d20, just use the number he missed the guts check by.

In addition to the results from the chart he also takes a point of"Will damage"for every five points he failed his Guts check by (rounded up; 1 thru 5 = 1, 6 thru 10 = 2, ect.)

This "Will damage" is subtracted from all future Will checks (Guts or otherwise). There is no limit to how much "Will damage" a hero can take, but it can be healed at a rate of 1 per day. The hero must spend that day in a relaxing and non-stressful enviroment (Marshal's callas to what constitutes a "non-stressful" envroment). Unlike regular healing, the hero may participate in strenious activity, as long as its something the hero enjoys, such as bronco riding or carousing in bars.

What this means is through the course of an adventure the terrifying experiences of the Wierd West can wear down a hero's Will, but with a little R&R he can regain his confidence.

As far as DC's for Guts checks, I have kind of figured on the following

Fair: DC 10
Onerous: DC 15
Hard: DC 20

I haven't seen what other skill check levels exist in ODL. But this system pretty much means that a character is unlikely to get a minor phobia unless they really fail bad on a Hard Guts check, or unless they have wracked up a lot of Will damage.

Does this system sound reasonable?
 

sound good to me!

i'm not sure how blessed characters are handled in d20 Deadlands, but if the normal PH spells are available, this would make spells like bless and remove fear really important
 

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