This poison dart comes from Four Aces and -- even using the abstract weapon damage rule, where all weapons do 1-6 points of damage -- I hesitate to have this apply to small darts. Maybe the 1d6 could take into account some damage from the poison (you make your save vs. death, but you still take 1d6 damage), but an un-poisoned dart should do 1-3 points of damage at most.
Goat joke #17! And that bottom panel...both funny and a little disturbing...
Ben Webster is still getting to know a "missing link". As much as I loathe the execution here...the concept of highly intelligent, telepathic cavemen is pretty interesting...
10 cent parking.
This bridge encounter looks like it would be fun to play. How to determine, though, if the car can crash through the barricade of barrels? I would reverse the wrecking things table by figuring a car is equal to a 5th level Superhero (the same distance down the left side of the table and across the top). The strength of the barricade would vary, but I would not make it stronger than "robot" on the left hand column. So the car would either auto-wreck, or possibly need a 4+ or 7+ to wreck.
This is from Bob Baker. Using a battering ram allows multiple people to pool their chance to wreck things. In this case, since none of the men holding the ram are Superheroes, I would use the non-Superhero wrecking things chart to figure out the door's saving throw, then assign it a -1 penalty per additional man holding the ram.
(Scans courtesy of Comic Book Plus)
No comments:
Post a Comment