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RE: [DL] 1st edition hucksters & shaman compared to 2nd edition
Is it just my posse? I've had two players try hucksters - one 1st ed, the
other 2nd. Neither were too powerful. In fact, they were detrimental to
the group about every third or fourth hex. I.E. they'd backlash on Healin'
and _cause_ four wounds to the gunslinger's arm, or have their brain sizzled
by an angry manitou, or ... well, let's just say I put the expanded backlash
table created by one of the listserv members to very good use.
Sure, a Huckster gets good dice much easier, but they are still hampered by
the card draw they get. Soul Blast always seemed to do about pistol or
rifle damage in the game I run, or less. And with the specter of going bust
or pulling the black Joker always looming, pistols and rifles were quite
preferable.
'Course, I don't get any requests for Harrowed characters anymore, either.
Sure, they've been very powerful, but they've either lost dominion and gone
into my "Spring on the Posse later" notebook, or been gunned down by the
posse themselves upon being "out-ed" as harrowed. I've only got one left in
the notebook at this point :-( My posse don't seem to like dead people,
even ones that work with them.
Jeff Y.
Marshal for the Dynamite Gang -- campaign on hold while I get to be a player
for awhile.
> -----Original Message-----
> From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net]On
> Behalf Of Thomas Mayfield
> Sent: Friday, July 13, 2001 10:15 AM
> To: deadlands@gamerz.net
> Subject: Re: [DL] 1st edition hucksters & shaman compared to 2nd edition
>
>
> > On 7/11/01 7:46 PM, RainGod _ wrote the following:
>
> >>>> 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.
> >>
> >> Would you please elaborate?
> >>
> >
> ><snip explanation of 1st ed. vs. 2nd ed. hucksters/shaman>
> >
> >I was actually pleasantly surprised by this change. I believe it gives a
> >starting huckster/shaman more character points to use in other skills at
> >character creation.
> >
> >Although I hadn't thought about the abuse possibilities. Fortunately, I
> >don't think I have anything to worry about with the group I game
> with. (Now
> >if I could just get them together... :-(
> >
>
> I didn't think about them either before I let them in my campaign. Bad
> idea. I've found that the new rules simply allow too much power,
> too fast.
> What it would have take 10 sessions to do now takes around 4. The
> huckster in our group quickly outstriped the rest of the posse in
> power, so
> much that I had to start crafting adventures around his weaknesses to even
> be a challenge (combat wise).
>
> -Evil Marshal Mayfield
>