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Re: [HoE] assorted [HOPLER]
In a message dated 7/24/99 1:32:55 PM Eastern Daylight Time,
bflory@frontiernet.net writes:
<< First and foremost are issues of game balance. I can say with some degree
of certainty that I am far to the left when it comes to schools of
role-playing. Storyline and character development are items that I hold
near and dear to my heart. As such, game balance between different
"classes" (in this case Arcane Backgrounds), usually matters very little to
me. However, when such a glaring disparity exists as does in the HoE
universe, I *do* notice. Fortunately (or unfortunately), this problem
seems to be restricted to HoE; I've never had a problem with Hucksters,
Mads, or Blessed overpowering the "norms" in the party in a Weird West
game. In all honesty, I do not expect to be able to say the same of HoE in
a few months.
A primary factor in this concern is the mitigation of the probability of
backlash. In the Weird West, power always comes with risk. Even Blessed-
potentially the most powerful AB in the setting- need to be wary of the
Sinnin' table. In HoE, I cannot say the same. For the most part, the
backlash rules in HoE seem to be included strictly for form's sake, and do
not present a real danger to the posse. Sure, every now and then a
Doomsayer is going to go bust on his 5d12 faith roll.
Maybe.
A similar situation exists for sykers. The Templars, OTOH, get off scot
free, nary a naughty backlash mechanic among them.
The only AB that seems reasonably balanced under the current rules are
junkers. Sure they can build devices of incredible doom, but there is risk
involved. Risk of jury-rigged components falling apart. Risk of the
fickle tech spirits abandoning you at your hour of need. The risk of being
*burned* is very real. Thereby the junker is perhaps the only AB that is
roughly balanced with a non-AB starting character. Kudos to you, Mr.
Hopler, for including this aspect in "The Junkman Cometh".
Exacerbating the problem of overly powerful ABs are some of the Edges and
Hindrances (?) available. For the best example, one need look no further
than Children o' the Atom. The hindrance 'Lifetap' is either
ill-conceived, ill-categorized, or ill-managed. In any case, it makes *me*
ill. For those of you in the dark, the Hindrance affects the way strain is
spent by a Doomsayer. Half of the strain a Doomsayer spends on any spell
is instead (not in addition to) lost from the Doomie's wind total, with any
odd point distributed as the Doomie sees fit. For example, he would cast a
Nuke for 2 strain and 2 wind, with an additional point lost from either
strain or wind, player's option.
Can you say "broken"?
Good, I knew you could.
In my experience a Doomsayer is largely limited in the long term, when it
comes to strain. Normally, low strain issues will not come into play until
the end of an adventure, forcing the Doomie to make some hard choices on
when and which spells to cast. By subbing Wind for Strain (which, I might
add, requires a *minute* to recover, as opposed to an *hour*), the problem
of strain management is essentially removed. Barring property and posse
damage, the Doomie may now cast nuke with abandon.
Ah ha! But I could make individual encounters more difficult, yes?
Perhaps. But what about the gunfighter? The old soldier? What about all
the other characters that can't dole out destruction on a massive scale? To
use a D&D frame of reference for a moment, it's like plopping a 20th level
character into a party of 1st level characters. One of two things is going
to happen: tailor to the low-levels, and have the high level clean house.
Bored low-levels. Our other option is to challenge the high level, and to
hell with everyone else.
Because that's exactly where they'll go.
They won't have the firepower to stand up to the punishment they'll take.
Further complicating matters are additional edges such as Child o' the
Atom (extra strain).
It's no wonder the days of AB-lite posses have passed us by. Rather than
being a rare, mysterious, and sometimes dangerous gift, players often must
take an AB simply to keep on an even keel with the rest of the party.
Feh.
Finally, I come to the last (and possibly most important) complaint:
Killer Tomatoes. The complaint is more general than that, but I find
killer tomatoes are the symptom most emblematic of the underlying disease.
Stuff like this simply does *not* belong in Hell on Earth.
Right about now, I can hear many of you cracking your knuckles, ready to
lay into me for making a blanket statement like this. I'm sure I'll
receive plenty of messages along these lines: "Who do you think you are,
coming in here and telling us what does and doesn't belong in the HoE
universe?! We'll play the game however we want!" Guess what, kids?
You're welcome to it.
But Killer Tomatoes and other assorted silliness are not out of place just
because *I* say so. I'm just another guy who plays Deadlands. Killer
Tomatoes and such are out of place because they're inconsistent. Because
until now, the Deadlands universe has not been a Saturday morning cartoon.
And with a dime novel entitled "Killer Clowns" coming down the pipe, it
looks like it's going to get worse.
I realize that any and all of these complaints can be fixed by Marshal
caveat, and in my campaign, most will be. But every game needs a baseline.
Every game needs a style, a genre, and a substance that is indelibly
linked with said game. Looking at Hell on Earth as a whole, the universe
seems to be slowly sliding into a mish-mash of ideas- a patchwork quilt of
style and substance.
I only hope it can still be salvaged. >>
HOE was intended from the beginning to up the power meter a bit from
Deadlands. The chances of backlash and such were reduced to allow magic-using
types to cast spells more often and reliably. This was at least partly in
response to the gripe we often heard that hucksters (by and large the most
common AB in Deadlands) were underpowered and too unreliable. (To those
concerned that the recent changes may make hucksters too powerful, don't be.
The changes only reduce the huge number of points hucksters had to sink into
their powers, they don't make them any more powerful other than allowing them
to have a slightly large selection of hexes available.)
As for heroes with ABs totally overshadowing norms in the posse, I have to
side with Goff on this one. I have run a HOE game for well over a year and
I've also played a bunch, and in my game the biker chick with the
auto-loading shotgun and the ex-special forces soldier generally deal out
more damage than the arcane weanies in the group. Sure, when ammo runs low or
they're up against some sort of supernatural threat, the posse has to depend
more on the arcane types, but the normals usually contribute just as much to
the group in combat.
Non-AB heroes also tend to be more rounded characters than AB heroes. The
average character has roughly 20 points (plus any Hindrance points left over
from buying Edges) to buy skills with, 8 points for an AB and casting skill
is 40% of that total. Non-AB heroes usually have a wider range of skills
because of this and tend to do better in the social/investigation portions of
adventures. In my experience AB players tend to want to increase their power,
so most of their bounty points get sunk into more powers. At 5 points a pop
that's a lot of skill development they pass up.
It also depends on how the game is run. I'm not talking about slapping the
arcane types with arbitrary restrictions or using gamemaster fiat to keep
them under control, I'm talking about structuring an adventure to challenge
the group's weaknesses and considering the ramifications of the heroes'
actions. Take Nuke for instance. When writing an adventure for a posse with a
Doomsayer with this power, early on I'd throw in an encounter against a
mutant horde or a swarm of radrats. Something that seems overwhelming. That
way the Doomsayer can throw a few Nukes, get it out of his system, and more
importantly burn off a few Strain. Then don't let the group rest, keep the
action going so the ABs don't have time to get their Strain back. "Complete
rest and meditation" does not mean simply that no one is shooting at the
hero. He has to be somewhere relatively quiet and peaceful where he can
relax. Bumping down a rutted fire road in a pickup with broken shocks or
pulling sentry duty in a cold downpour don't cut it. There are a lot of ways
to keep AB heroes from getting their Strain back.
Later in the adventure, I'd have some of the action take place in close
quarters or in some other area where tossing a Nuke would be dangerous. If
setting a large explosion off someplace would be a bad idea in the real world
, it should be a bad idea in the game. If the Doomsayer throws one anyway, be
creative. If the area is much smaller than the spell's radius, but pretty
sturdy, intensify the power of the blast and make sure the posse gets a good
dose of it. If the area is rickety, have the ceiling fall on the group, or
maybe have a portion of the building or mine tunnel completely collapse. If
the Doomsayer Nukes everything he sees, the posse's salvage potential should
drop accordingly. Nuke victims' equipment should be shattered, broken, and
useless, and just because a hero spends some chips to avoid damage from a
friendly Nuke, doesn't mean his equipment was unscathed. After a few posse
members lose some equipment to their Doomsayer's extravagance, they'll be
begging him to tone it down.
In short, if you make an AB hero feel the real effects of the power he has
unleashed, he'll quickly learn to only pull out the big guns when they're
really needed. This can be applied to any of the ABs not just Doomsayers. If
a syker uses Arson in California during the summer, start a brush fire that
rages out of control for days and then triggers mudslides in the winter
because of the lack of foliage. Or it gets out of control and burns down the
building the posse's fighting in, killing some innocent townspeople. Don't
let players get in to the mode of thinking that their powers are simply an
arcane widget maker in which they insert Strain X and get canned effect Y out
the other end. The use of their powers should have real consequences.
I do agree that Lifetap should not be a Hindrance, since it gives the Doomie
extra Strain with no added chance of Backlash. It should be an Edge. I'd put
at 2 points (between the cost of Fortitude and Overkill) because the Wind
loss is mandatory, not an option, and the Wind loss makes it more likely for
a hero to get put down in combat.
As far as tone and atmosphere go, I'm with you on the Killer Tomatoes. They
don't exist in my game. Obviously, Marshals can selectively edit the material
however they want, but as a company Pinnacle has a responsibility to try to
cater to what the audience wants. As the third, and hopefully last for
awhile, HOE line editor, one of my goals is try to establish a more
consistent mood for the line. I want to keep the humor, but make the world a
little darker and grittier. Since the vast majority of the writing for the
coming year is going to be done by myself and Mr. Goff, I think between the
two of us we can come up with a consistent atmosphere. As for Killer Clowns,
I've played it (and survived, I don't know why everyone keeps whining about
Goff's adventures). It's both very creepy (I hate clowns) and very deadly.
Sincerely,
John Hopler