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Re: [DL] Deadlands d20 question -> supernatural powers
>From: Bryce <SandChigg@rocketmail.com>
>Reply-To: deadlands@gamerz.net
>To: deadlands@gamerz.net
>Subject: Re: [DL] Deadlands d20 question
>Date: Mon, 22 Oct 2001 17:47:47 -0700 (PDT)
>
>--- William Ogden <w_ogden@hotmail.com> wrote:
> > 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.
>
>Yeah, that's why I play 'em too. :) But remember, the biggest
>disadvantage of a Huxter, Hexslinger, Shaman, or Voodoist is fear. If
>someone shoots a Soul Blast at my neighbot who's trying to steal my
>farm away from me and I see the guy do it, then my neighbor just became
>my best friend and we'll wallop the Devil worshippin' sonnuva gun
>faster 'n a sheep can clear a field.
>
>The point is, the powers displayed by the groups you mention are
>UNNATURAL, and yer normal average Joe Cowboy ain't gonna take to kindly
>to 'em. The Shaman's double disadvantaged as he's an injun to begin
>with and we all know about injuns...
True enough. I ran into that while running a vampire adventure game, the
arcane types wouldhave Hexslinging 5 and slight of hand 2 or 3. And if they
did get busted using the supernatural, then the campaign changes from chanse
the evil monster to run from (or massacre) the angry lynch mob.
I've already decided to warn them on that, and just throw black chips in the
pot if they screw up an adventure. But my campaigns often spend a fair
amount of time in the woods, and usually the only witnesses to the arcane
end up dead
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