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Re: [DL] Miracles vs. automatons
On Monday, April 7, 2003, at 11:42 PM, Troll wrote:
> Hi all,
>
> I have a question about a problem that I have been faced with, my
> posse had an encounter with one of Dr. Hellstromme's clockwork
> tarantulas. The Preacher of the posse started to cast Miracles of
> course to protect the party from "this foul demon". The question is
> what Miracles of the Blessed can effect this tarantula or any other
> "automatons" of the "good" Doctor's design? This is the first time I
> have used these nasty little critters...did I pick something too
> invincible? BTW this is a new posse in that most of them has never
> played Deadlands before, but are not new to gaming.
Possible spoilers...
It's important to remember that most automatons are effectively a form
of undead, and I believe the rules support that the standard Protection
miracle will keep an automaton at bay.. for a while, at least!
Also, very little in Deadlands is 'too tough' with the exception of a
few servitors. The average posse is very powerful and can do a lot as
long as the GM plays fair... I think even a Hell on Earth stat
automaton in an open-field fight is more 'fair' on a classic Weird West
posse than a non-foreshadowed assault on, say, a bandit hideout with
intelligent use of snipers and such.
A question: How much do other people foreshadow dangerous stuff like
this? I usually have an initial long-range shot from enemy rifles miss
as a 'warning shot' and then let the chips fall where they amy,b ut
it's a bit odd that no mook can ever hit with an aimed shot. Dang
stormtrooper school of gunplay.