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RE: [DL] Re: hucksters -- but more now about munchkin harrowed (not harrowed munchkins!)



Just had to put my two cents into this thread:

>
>
>
>-----Original Message-----
>From: Jeff Yates [mailto:jyates@poboxes.com]
>Sent: Friday, July 28, 2000 3:40 PM
>To: Jeffery A. Yates
>Subject: [DL] Re: hucksters
>
>
>
>Date: Fri, 28 Jul 2000 14:56:07 -0400
>From: sinisterdexter@mindspring.com
>Subject: [DL] Re: hucksters
>
>----- Original Message ----- >
>> Date: Fri, 28 Jul 2000 08:38:34 -0400
>> From: jgilham@telebeam.net
>> Subject: Re: [DL] Re: hucksters
>
>
>> >I've found munchkins don't tend to play hucksters very long because they
>> >hurt themselves too often. Whereas a 2 Fisted, 2 Gun Kid with speed draw
>5,
>> >speed load 5, 6 speed load cylinders and a shootin' of 5 rarely hurt
>> >anything but whatever they're shootin' at. Hell, I've munchkined
>characters
>> >for Overawe before (5d12+8 starting out), but can't find a way to make a
>> >huckster that never takes backlash.
>>
>>
>> I also agree with the above.  Munchkins avoid hucksters cause they don't
>> have consistent damage capability.  The huckster in the posse that I
>marshal
>> for can never get damage over wind for her soul blast.  Hucksters seem to
>be
>> an all or nothing character.  I don't like the Soul Burst hex though, I
>> always thought of them as a one on one character not and area of affect
>D&D
>> mage.
>
>A huckster who can't shoot a gun usually ends up hangin' from a rope, at
>least in a controlled game. No good Marshal should let a Huckster prance
>around town casting Hexes. Of course, when "it" hits the fan and you need
>that Soul Blast sooo much, they pull their cards and do 1d4 Wind. Heh. It's
>great.
>
>> The biggest Munchkins I've encountered are people with Harrowed
>characters.
>> I was in a group with one, as a player, upon becoming undead he bought
>> Supernatural trait: Spirit 2 (3d12+2), Supernatural trait: Deftness 1
>> (4d12+2), and can't remember the name but the one that gives extra action
>> cards.  As you can see he was very much the "I Kill IT!!!" school of
>though.
>> This guy promptly bought up S.T.:Spirit to gain total control in little
>> time, then went on to buy up the other two.  Soon this guy was Death on 2
>> legs.  This guy made the game unfun for the rest of us.  The thing is
this
>> is not the only one of these that I have heard of either.
>
>This is the type of player who ends up killing his posse. Not because of
>anything he does, but because the power level of the monsters have to be
>upped so much to challenge him. I say a visit from some rampaging bulls
>might do this guy some good. Sure, some posse members might be taken out as
>well, but it would put a world of hurt on the Harrowed. At least, it
should.
>
>Sinister Dexter
>sinisterdexter@mindspring.com
>

I had one of these type of Harrowed characters in my group.  He was put down
by two of the other players -- Rangers don't cotton well to Harrowed that
don't behave ;-)  He was a Harrowed Martial Artist no less, but you can only
Sieze the Pearl of Death once per card, and one Ranger was using two pistols
and the other was fannin' his Winchester.  (Even when the player has all the
dominion points, I still get to spend a chip and do bad things! Gotta love
it!)

'Course, my Harrowed MA isn't actually a munckin.  He roleplayed well, and
despite his nasty combat abilities with his Chinese swords (yes, two), he
rarely waded into combat.  That, and all I ever had to do was pass him a
note saying "Be the Manitou", and he'd take care of the evil nasty bits all
by himself.  I enjoy having him as a player.  The threat of him tearing
things up was always there, but his character was more the Chinese monk
type, mostly contemplative, and he played it.  My munchkin player has a
Blessed... for now.  He drew both Jokers during character creation and took
Veteran.  He's starting to regret all that now.  Aren't RVCII werewolf rules
fun?

Jeff "Too much caffeine..." Y.