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RE: [DL] Hucksters - Joker Question
My posse also uses the 'reshuffle before every hex' option for hucksters,
and let me tell you, it can be deadly!
In one game session, the huckster pulled three black jokers, and TWO of
those were in sequential hands, and she was soooooo lucky she didn't blow
her brains out of her ears ;-)
The hexslinger in the posse also tried a few hexes, and now my character
won't go anywhere near her! The first hex was designed to give extra wind.
I was unconscious in less than one second! The second hex, designed to
'restore' the now lost wind, nearly gave me a wound!! And finally, after
regaining consciousness, she wanted to try it on me again!!
Like I said, I don't let her anywhere near me now...
I personally think that have huckster's reshuffle before they try a hex is
really good way of not controlling the huckster, but letting them have a
peek of just what is waiting for them when they take that last step into the
hunting grounds...
Ashley.
> -----Original Message-----
> From: Charlie Bowden [SMTP:shadow@intrstar.net]
> Sent: Thursday, December 14, 2000 5:50 AM
> To: deadlands@gamerz.net
> Subject: Re: [DL] Hucksters - Joker Question
>
> Well, in my game the Hucksters and Mad Scientist always shuffle after each
> hex or invention. I don't think that the Joker is supposed to be a
> definate
> thing each time they try and cast just a possiblity, with the
> non-shuffling
> system eventually your going to hit one, good or bad. Also, hucksters are
> limited too much by drawing this way, I've noticed problems already with
> hucksters not being very effective with spells and by not shuffling you
> make
> it even harder to get better hands, since its feasible to go on a streak
> of
> just random crap hands, that just get worse since now all the stuff to
> make
> pairs with is gone.
>
> Just my thoughts, oh and I played it the reshuffle way at GenCon also.
> But
> hey Hucksters might work different in your game, you're the marshal.
>
> Charlie
>
>
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