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Re: [DL] 1st edition hucksters & shaman compared to 2nd edition



> >> I was going to trade in my first edition book.  Any reasons I'd want 
>it?
> >
> > If you're going to get the second Ed. Rules, no, but personally, I like 
>the
> > way Hucksters and Shamen are done in 1st ed compared to 2nd ed.
>
>Hi,
>
>Would you please elaborate?
>

Sure.

First edition Hucksters had seperate die pools for each hex they knew, which 
(to me) made them far more realistic as Hoyle code busters.

ForEx: You could have a 2d8 in Soul Blast, a 3d8 in Puppet and a 1d8 in 
Corporeal Twist [all these spells, are, I believe tied to the same die type, 
in this case Spirit, which I have arbitrarily made a d8].

Second edition Hucksters have one trait that determines how big their die 
pool is [Hexslingin'] which makes it far easier for them to learn and use 
them more efficiently faster.

ForEx: The Huckster above, who has a Hexslingin' of 4 has a 4d8 in Soul 
Blast, a 4d8 in Puppet and a 4d8 in Corporeal Twist [again, assuming all the 
spells use the Spirit die type, and that die type being d8].

There are arguments on both sides. Hucksters advance MUCH slower in 1st ed 
compared to 2nd ed, but it's harder to Munchkinize them. They spend FAR more 
Xps raising their spells, but that makes them more HUCKSTERS in my book.

Shamen have undergone the same change. Instead of each Ritual having its own 
individual die pool, they all fall under one (Rituals, I think, but I don't 
remember).


--Jacques (Chris' friend)

"Will a broken skeleton key open a broken door?"

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