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Re: [HoE] [HOE]
In a message dated 1/31/99 5:02:00 PM Eastern Standard Time,
gargano@students.uiuc.edu writes:
<< Hey, I was reading all the posts about your posses and taking note of the
different characters. So far, I haven't seen a Syker/Templar character
yet. I know that would require a pretty good draw but i think that would
be really cool. You could have him/her more developed as a syker and
sort of a new templar. Has anybody tried this yet? >>
I really don't know how good of a draw you would need. Sykers need a high
knowledge, good vigor, and a high coordination spirit (for brain blast).
Templars need a decent spirit (Lay on Hands) and a decent Deft, Nim, and Qui.
When I say high or good, I mean like a d12 or d10. Decent is a d8 or a lot of
d6's (for the Quickness and the Spirit) The moral of this story is that the
game mechanics aren't that hard to slap together, but I don't now how well the
concepts work together. I guess the bitter Syker and the brusque Templar
molds might fit together, but the Syker intolerance to authority and their
selfishness might not make them the best Templars. And from a game balance
perspective, whenever I think of a Syker/Templar, my Marshal radar goes off
(no really, I see little red lights flashing before my eyes) and I would
consider it only in a small posse. A character like that in a large group may
render quite a few people useless and I HATE having a character sitting around
doing nothing in many situations. Sure, they can contribute ideas like
everyone else, but I like all of my players to participate in the action.