Law Dogs DMH D&D

published Dec 07, 2014 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

brystrom 80

My attempt at a dudes and deeds build around DMH. Left Jacks as my fallback value and loaded up on 8s and As.

2 comments
Dec 07, 2014 brystrom

I feel like I need to make more room for useful actions. Maybe drop the shotguns for Some suns in yer eyes or pistol whips.

Dec 08, 2014 mplain

You've got twelve As and twelve 8s, and no third value - that's not very reliable. You've god to starting studs. And yes, no good shootout actions. Dead Man's Hand doesn't magically appear just because you name your deck this way! :)

But then you have 19 dudes. Nineteen! What for? Because the deck is also positioned as 'Dudes & Deeds'? Decide on what you actually want - keep a stable flow of new expendable dudes, or win shootouts?

Dudes & Deeds wants lots of, well, dudes and deeds! And some actions that help you avoid fights, like Pistol Whip and Make The Smart Choise. DMH wants strong structure, preferrably some wildcard effects (like those Six-Shooters), and good combat actions to win shootouts, so that your starting posse stays alive and you don't really need more dudes.

I suggest cutting the amount of dudes to about 14, bringing in more good actions, and maximizing the number of As and 8s (cutting Shotgun and Buffalo Rifle to add more Six-Shooters and Handguns).

For DMH, versatility is not key. Reliability is.