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

Re: [HoE] Munchkins



Well, a good Marshal can always come up with a variety of ways to keep his munchkins in line.  The
Combine, for instance: anyone who gets too big for his britches will attract the attention of
Throckmorton.  I'd think he has pretty much the same 'Shoot it or Recruit it" philosophy as the
Rangers once did.  As for Doomsayers, there's always Silas's boys.  A purple-robed do-gooder, isn't
gonna sit well with them, and soon there's muties on the posse's trail form here to Kingdom Come. 
As for Sykers (doomsayers too), Strain keeps them in check pretty well.  A munchkin playing one of
them in a long, drawn out battle will run out of power real fast, and run out of ammo soon after.  I
mean, a Doomsayer can Nuke a maximum of two times before he's got no more Strain in him.  Granted,
there are ways of getting it back, but few of those work in the heat of a fight.

Basically, there are fewer game-mechanic munchkin inhibitors in HoE, but there's still a lot the
Marshal can send at them.

David Pearson wrote:
> 
> Is it my imagination, or does HOE not have the limits on powergaming and
> munchkinism that Deadlands had?
> I mean, in Deadlands, all the character groups had an achilles heel. If
> the Mad Scientists were running rampant, you could drop a swarm of
> gremlins onto the Posse. When Hucksters got out of control, Backlash
> suddenly got really harsh. The Preachers had Sinnin' to keep them in
> line, and the Shamans and the Law Dogs had their oaths and obligations.
> But in HoE, there aren't any controlling factors. Sure the groups have
> their Oaths, but the only damaging one is the Templars'. The Junkers
> don't have any limits other than backlash that only happens once in a
> blue moon. The Doomsayers and the Sykers almost get away scot free.
> Basically, the only curb the Marshall has left is keeping them poor,
> which I always thought of as the sign of a bad GM.

-- 
Love,
Joseph Malik