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Re: [HoE] assorted




>
>One of the reasons I prefer HOE to basic Deadlands is you actually get
>something for taking an AB. You can actually be somewhat effective, instead of
>sucking all the time because you can't draw a straight.
granted. But I would hesitate to call a Huckster "ineffective" there are 
risks there, moreso then wasted west, but I have seen a Huckster do more 
damage then I have ever seen a Doomsayer do.



>Also, no offense, having played in your Deadlands game, being someone without
>an AB doesn't do too well in *Deadlands* as well. Half the supernatural stuff
>isn't affected by bullets, which pretty much ruined my gunslinger character
>and the only reason my Pinkerton could do anything is she had Faith and a
>Knack, which, in my opinion, is close enough to having an AB that one might as
>well have one. It's still a wierd supernatural power, and you're not a normal
>anymore.
eeeh, well, depends on the game and session.  You have not been in one of 
my Deadlands (weird west) games since the first few I ran.  In one long 
running game the "combat monster" was a normie with two gun kid.
In one of my two games now a normie is the main fighter as well.

The fact is theoretically every monster from Deadlands is in HoE, and the 
proportions of monsters unaffected by bullets is the same as far as I have 
seen.  The majority of creatures in both games are killable, at least 
temporarily, by bullets.



> > But the original poster was saying what about the norms...do you agree or
> > disagree its harder to play a norm PC in HoE then DL.
>
>No, not really.
OK we just disagree there.


> > OK this I will grant you, Loki.  Still, Sykers, more then Doomies, can
> > break a game, just outside combat.  In the (weird west) game I was in last
> > night, had we had a Syker who could read minds the game would be over in
> > the first hour, not have the game run 6.
>
>If your plot can't handle something a PC can do, you shouldn't have let the PC
>have the power in the first place, or you need to change your plot. If it's
>"game breaking" it's your fault for letting it in there in the first place.

valid point.



>And there are no Sykers in the Wierd West. In the Wasted West, people are
>aware mind reading is possible, and know to shoot at the wierd bald guy. The
>background provides a balance. Read the source material about sykers. People
>don't like them or trust them, for exactly that reason.
right, I am aware of the background material.



>Also, remember that almost ALL the ABs in HOE have built-in enemies, from the
>Old Wayers to the Green Robes to Black Hats to Anti-Templar to everyone (no
>one trusts sykers). Quite a few have enemies the PCs don't know about, that
>are only mentioned in the Marshal section. In the Wierd West, you're less
>likely to bump into someone with the appropriate "counter" power, so the
>balance is built into backlash.
actually, such is not necessarily the case. Both Hucksters and Harrowed 
have lists of powers specifically to counter other ABs, including Mad 
Scientists, and even Blessed and Shamans have a few.

>  In the Wasted West, it's built into the
>BACKGROUND -- a syker is much more likely to bump into another (evil) syker in
>the Wasted West than a Huckster is to bump into another Huckster.
>
I dunno, Hucksters in the WW have the problem of being lynched if they are 
too obvious with their powers, or killed by other Hucksters.  There are 
various Huckster organizations that can police the Hucksters, as well as 
the Agency or the Texas Rangers.  Similarly being a Voodooist can draw 
undue attention really fast.  same again with Harrowed.

Granted, Mads, Blessed, and Shamans don't have much to fear from the 
Background, but then, neither do Junkers or Witches.

>         -Loki

>Da Baron