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Re: [HoE] Some Rule/Mechanic questions



Draxus@aol.com wrote:
> 
> Howdy. This is for any Marshals who've been using the Deadlands
> system for a while. I just got the game and in preparing for my
> first session have a few questions about the way the game plays.
> 
> First, looking at the TN rules and various power/ability descriptions,
> it seems like the game assumes players will be rolling a fair
> number of aces during the game. Given the need for raises
> to make a lot of abilities and what not useful, do starting-level
> characters need any special help or consideration when designing
> adventures?
> 
Not really, You might want to give them an NPC, just to get them into
the swing of it, if they might not get into the western horror of it
all. But in general, if you explain how the powers work and what the
players need to roll for them, you'll probably find them put their best
dice, and lots of apptitude points in them. For example, I have yet to
have a player with a blessed with less than a 5D12 faith, the starting
maximum. We had a martial artist with a 5D10 Chi, and my HoE game had a
psyker with a 5D12 Blastin'. 
In HoE this kinda anoys me, because it almost assuredely equals success.
In HoE with no real hazards in powers the only limitations are in
strain. I guess it's better than nothing, but i'm toying with the idea
of coming up with some kind of chart with a POTENTIAL random hazard for
psykers and doomsayers. That'll keep thoes primitive screwheads in line.

> Second I just had a general question about the flow of combat. I
> read the notes in HoE about how to speed combat up, but
> given the number of hit locations for PCs, plus wind, strain, stun
> and what not, it seems like a lot of bookkeeping to keep track of.
> That and the fact that you're making two separate types of dice
> rolls for melee combat (attribute check and then weapon damage).
> Does combat go pretty quick, and what suggestions does anyone
> have for helping to keep things moving?
> 
Actually, it will be a bit clunky until you really get into it, but once
you do, it goes smoothly. Just follow all the guidelines in the
marshalls section, speed comes with fimiliarity, and you'll get it
eventually. And for your sake, buy extra poker chips, just for large
combat, I had a problem with using them from my fate chip bag. But
really, it's not bad, and the new revised rules are even better than the
old rules from Deadlands, now you don't even need paper to keep track of
stuff, keeps it going quicker.

Chris "Alright, now listen up, you primitive screwheads" Aniballi