Date: Tue, 28 Aug 2001 21:16:19 -0500 From: zacharin@pluto.dsu.edu Subject: Re: [DL] Fw: two Hexslingin' hexes I don't know, man, these seem kinda strong. I'd up the minimum hand by AT LEAST a pair for both of these hexes to try to balance them out a bit more. Nick Zachariasen Editor Emeritus Trojan Times I'm not sure I follow. I have the minimum hand be a Pair. Are
you saying I should up the minimum hand to Jacks? The reason why I picked
a Pair is it seemed standard when in doubt. Dum-Dums may seem strong for
the effect, but considering that Rapid Fire gives you a starting bonus at Ace
level, & goes up +1 for each hand (Yeah, they left out Jacks, but I figured
they missed that in the editing) whereas Dum-Dums gives you a bonus bullet
every other hand level, I thought that it balanced out. Still, give it a
try & say if you like it.
As for Come Here! I couldn't find anything similar to it, so I played
around with Phantom Fingers. With PF, you have a distance relating to your
hex level, but the weight goes up according to the hand drawn. I limited
the weight to something gun sized, but had the distance figured by the hand
drawn. I also looked at the distance chart for Shadow Walk, & reduced
the distance per hand from that. As for the bonus to quickdraw, I
basically figured the fastest anyone could draw a gun using ONLY normal physical
means was having spring loaded holsters & magnetic gloves (+6 if using both)
& used that.
Now then, I haven't had a chance to use these hexes. My GM & I
aren't to skilled at balancing hexes yet (meaning this is our first attempt), so
if you use these & they seem too much, by all means, tell me.
Oh, & for the rest of you guys, I apologize for forwarding messages
that contained all that junk at the end; I didn't have a problem the first time
I did it, & have no idea why it did it this time. In the future, I'll
just cut & paste to make sure it doesn't happen again.
Jeff S
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