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Re: : [HoE] STILL TEMPLAR POWER DEFLECT



Well we don't really disagree on vamoose, under general circumstances, I
don't even let the players know that they are being shot at, just that
shots are being fired in their general direction. However, with powers,
like deflection, I kinda feel that the power (the saints?) alerts them
to the fact that they are being targeted by some unfriendly mojo. And in
that case, they can make a quickness roll, and if they beat the person
using the spell then they deflect it. As to a templar being able to take
no damage from a grenade... well is it less unrealistic than say nuke?
or brain blast with 5d12 damage? this is after all a fantastical
roleplaying game.

- michael

Graeme Bradbury wrote:
> 
> Then we disagree on vamoosing. You need to be able to detect what you are
> vamoosing from.
> eg.
>         A syker is calmly sitting in a bar drinking his coffee when he decides to meat
> puppet the templar. Who is not looking at him. How in heck does the templar
> know he is being targeted? He can't see the effect or the person using it.
> 
> Thats like a player saying
> "I'm going to use this card to vamoose"
> GM: "What?"
> Player: "Well i've read the adventure and i know there is a mine on the path"
> 
> Take it from a GM who has watched a templar pick up an armed grenade and take
> _no_ damage from it due to his powers.
> 
> Gee
> -----------------
> Wrong. The power specifically states that the Templar needs to be able
> to see the spell being cast to deflect it away from a friend. In the
> main text of the power it simply says he needs a card to vamoose with
> and to make a faih roll.
> 
> - michael
> 
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-- 
"Will a man, given the history of a killer continue in that vein? Or
are we in fact more than the mere sum of our memories?"
				-- Dr Daniel Schreder, Dark City