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RE: [DL] Deadlands d20 question
Here's the trick. Use the old system for hexes and shaman rituals.
Make each hex its own skill, basically. Make each ritual its own skill.
This avoids having a 7dX hexslingin' huckster wading through everything.
It also makes the Shaman have a lot less choice in how they get
appeasment.
Also, brand them with the drawback that is their arcane background.
Most town don't like an injun in their saloon. And you are likely to be
burned at the stake when tossed sizzling streams of energy around.
When it comes to the big baddies at the end of an adventure, favor
abilities that protect from arcane sources of damage, rather than
bullets.
Just a couple suggestions.
Joe
-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net] On
Behalf Of William Ogden
Sent: Monday, October 22, 2001 7:22 PM
To: deadlands@gamerz.net
Subject: Re: [DL] Deadlands d20 question
It's not that they don't understand the system, they feel the Arcane
types,
esp Hucksters and Shamens, can be overpowering. Basically, a plain
gunfighter could not stand up to a hexslinger or Wolf shamen. This
ignores
the general trend in my group towards playing spellcasters becuase they
are
more fun.
I don't disagree with them, and have put in some tweaks to kind of level
the
playing field a bit.
>From: "Grand Master Nilus of the Dark Angel Chapter" What exactly do
your
>players think is broken with Deadlands. I understand
>the system is a little hard to learn at first but I think it works
quite
>well once you get the basic rules down.
>
>Dan
>
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