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Re: [DL] Rattler questions, Sinnin' questions, Dynomite questions.
At 12:17 PM 8/28/00, you wrote:
Hey listers, I would
like to hear how the other Marshals out there handle these things.
I've got my own ideas, but it'd be educational to find out how others
have done it.
This might involve some spoilers (esp in any
responses) so players git! Go 'head, move along...
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1) My posse is in the process of trying
to kill a couple Rattlers. As a group, they've never had much luck
with explosions -- many a hombre found himself under Boot Hill after
dynomite or flamethrower tanks blew up. Despite this, they quickly
took possession of a large crate of 30 sticks to use against the
Rattlers. And managed to set them all off at once. The plan
was good, except they weren't quite far enough away. They survived,
but barely! Now the questions: what do your posses use as the
burst radius (5 or 10 yards, I use both, depending on how much 'shrapnel'
is available), do you use the 10d20 max damage (I didn't cuz I didn't
remember it, not having that many sticks in one place before), and do any
of you place a maximum overall burst diameter (damage stops x yards out,
even if there are enough dice to continue the burst radius
reduction)?
if using the new rules, then there is no max diameter.
however, the damage multiplier is 1d6-1 wound per radii away, so after
4-5 radii it really is not an issue.
Burst radii very with what is blowing up. I think dynamite is
10.
I don't know of a max damage.
2) Do you find Rattlers are just not as deadly
as they could be? Their fightin' skills are poor. Yeah, if it
hits it does lots of damage, but the hits are few and far between.
And how many hit locations do they have, and how many are deadly? I
judged that head and gizzards hits do no extra damage (earthworms have no
real vital organs...), but enough guts shots will kill one. And I
used the standard hit location chart to determine which wounds were guts
vs non-vital other places. And lastly, whats bigger, a Rattler or a
Maze Dragon? The size chart in both RVC and Marshal's Guide doesn't
jive with the creatures' descriptions.
both vary in size.
in Weird West, I have had no problems with Rattlers power.
Generally, with their sheer size and armour, they are fierce.
In HoE, my posses wipe the floor with them.
remember Rattler bites are AP 2.
3) How often can a Blessed commit a major sin
(or worse) before you just cut him off? I've got a player that just
can't keep from attacking outlaws. Not zombies, mutants, or demons,
but just law-breaking humans. And not just to wind 'em, but killed
'em dead. He makes his sinnin' checks, and so far has dealt with
the fact that he can't use his Blessed powers for a while, but I'm
guessing that eventually God just gives up on the viciuous git.
Replacing Blessed powers with Black Magic is the route I think I'm going
to take, but I was wondering how long other Marshals would give the guy
to come around?
hm.
One thing if he is real bad is make him Forsaken. Then none of his
Gifts will work on him (meaning, not work) and none of his Miracles that
benefit him will work.
Then, if he comes around, let him buy it off. If not, leave him
with most of his powers unavailable. I mean he could still lay on
hands, or give succor, but cannot smite (that improves his own str ) and
such.
If this is posted somewhere already, please
point me in the right location. I looked to see if this stuff had
been hashed out already, and didn't find anything. Otherwise, I
look forward to what other groups are doing with these
things!
Jeff "I just told them where the
flamethrower pack was, they ran over and shot at it"
Yates
TBS