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Re: [DL] Miracles vs. automatons
"Too tough" is often situational... to cite an example from Hell On Earth
Wait a tic..
<potential spoilers>
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<Haven't you players left yet? I said "potential spoilers"!>
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<That's better....>
Doombringers can only be killed by radioactive attacks (it may even be
restricted to them only being harmed by the powers of Doomsayers, I forget
exactly). Posse's with a Doomsayer in the mix are a Nuke or three away from
turning the Doombringer into just another enemy left glowing six feet under,
but a posse without such a character or means to deal the right type of
damage are just out of luck.
It's the old D&D shtick of "can only be hurt by plus <blah blah> weapons and
magic"... you've either got what you need to do the job, in which case it's
not too powerful; or else you have no way of effectively hurting the thing,
in which case you're a mite bit pooched.
Marshal's call really as to whether or not you have a chance against a given
foe... and whether or not the Marshal cares. ;-)
Mac
----Original Message Follows----
From: Brett Dixon <balance@tubas.net>
Reply-To: deadlands@gamerz.net
To: deadlands@gamerz.net
Subject: Re: [DL] Miracles vs. automatons
Date: Tue, 8 Apr 2003 09:27:12 -0400
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.
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