[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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.