At
MEPA, some of the endgame encounters went on a bit too long as players made quite a few consecutive
NDE saves. Too many in my opinion! It was probably my desire to get more Arks on the "dead pile" that drove this frenzy. Now
WEGS 101 Arks are built for endurance, so there's nothing wrong with a half dozen
NDE saves before they finally go OTTS.
In the past, there was talk of letting each
NDE hit accumulate: if you are hit for -14% the first time and -26% the second time, you would have a -40% NDE for the second test. This though would get math messy, unless you rounded up/down like we do for minion wounds (i.e. a -14% NDE would be -10%, and -26 NDE would be -30% NDE). This would be brutal, brutal, brutal (both in game terms and playability). I'm not a big fan of tracking negative totals, especially at a point in the game where it needs speed.
Another simple option is the
Three Strikes method...
In addition to all the other bad stuff that happens to the Ark for testing
NDE, they also put a little X above their Wounds box on the Ark Kard. Each X adds +10% to the
NDE. If an Ark has three Xs, they've got a 30% "bonus" to the NDE%. If they are hit for -26%
NDE, they actually suffer a -56%
NDE (26% + three strikes).
For
WEGS 101 play, I'd limit this to three strikes and a 30% bonus. That's a pretty beefy edge for the
NDE. While upper level minions won't need this edge, lower level minions will def have an advantage to their low wounding capability.
Bring out yer dead!
L. Willy Wick
www.GameWick.comMaker of
WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!
"Stick THAT in your bag of holding!"