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Re: [HoE] assorted [HOPLER]



>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

Just one eeny-teeny little extra note:  the problem is, if you consistently 
toss them in situations where, say, the Doomsayer can't recover Strain 
("What do you mean, the shocks on our truck are broken?  When did that 
happen?!?" - "Well, um, I wanted to tone down the Doomsayer a bit") it 
_does_ start to sound a lot like "arbitrary restrictions" and "gamemaster 
fiat".

It also makes a bit more work for the Marshall.  "Geez, how do I deprive the 
Doomsayer of strain-recovery this week so he doesn't abuse MIRV-as-written."

Again, I think most of what John said is correct.  Nuke is an easy power to 
restrict, for the reasons he and I both stated.  I don't think MIRV is quite 
so easy without some revisions, and I tend to agree with the other gentleman 
who noted that, pound-for-pound, it's far more "broken" than Nuke is.

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/


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