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Re: [HoE] AB Cost!
Sam & Max wrote:
> Øyvind Hillestad wrote:
>
> > Hiya!
> >
> > I know this topic has been up before, but ill give my opinion.
> >
> > Okay, lets say 2 players are makeing characters, on wants to be a
> > trucker, the other a syker ( or some other AB)
> >
> > Okay the trucker has to pay 15 points just for the tractor and trailer,
> > then he has no other edges, and starts low on skills.
> >
> > The Syker pays measly 3 points for his edge, witch gives him alot of
> > powers for nothing, he can gain new powers for almost nothing, and he
> > starts with good skills, while the trucker has to build up his skills
> > aswell as use all his ingame money on his truck
> >
> > I Wouldnt call this fair, but then again, the trucker COULD take an AB
> > aswell, alltho i wouldnt allow that in my game, i hate
> > trucker-syker-ravenite-sniper like characters.
> >
> > So sort of my opinion here is to raise the AB cost by much, maybe up to
> > 10 or even 15
>
> Well I have to respond here.
> I have noticed this as well.
> The HOE (and new Deadlands Version 2) ab are such an incredible increase
> over the old
> set its a joke to even consider them fair to "norms"
> For example. Old Way. Huckster spent 3 pts for Arcane Background then
> probably spent
> around 10-15 for starting Hexes. Some at 5 some at 4 etc. Anynew ones had
> to be bought at 1 and raised.
> This always seemed pretty balanced and worked well.
>
> Now.
> Syker buys AB for 3. Blasting for 5. Total 8 points. Also gets 5 powers at
> level 5 instantly!?
> Poof. The Syker is equivilent to a Huckster who would have to spend 28
> pts right off the bat!
> Plus the Syker so much as learns a new power and Poof! he suddenly is an
> expert at it. Even if the one
> teaching it only had it at 1! The sudden knowledge of the power at full
> level makes little sense although
> I am sure there are plenty of ways to rationalize it. Feel free.
>
> Now I know that Hucksters are from DL and these are all from HOE but dont
> forget that this has all been changed
> for DL as well. The sudden increase in a characters starting power of 3 to
> 4 times as much is a MAJOR alteration
> of the games balance. That is to say, now there isnt any.
> ((Not to mention the new rules multipling Explosion Damage by around 3 to 4
> as well)
> None. There is little to no reason play a normal (non-AB) in HOE. Period.
> Now there are Roleplay reasons,
> and those are good ones but roleplaying should not be punished in this
> way. Not to mention the fact that Doomies
> and Sykers will almost never!! see the backlash or mutations brought on by
> a bust. Considering any starting Character with these
> AB will have them at 5. Heck why not. You have the points. So there isnt
> any real danger like a Hucksters manitou that would balance the
> powers out.
> The powers themselves are pretty steep in there power range but thats
> alright considering its a powerful game world.
> Its the inbalance that is truely criminal to anyone not wanting to play one
> of these ABs.
>
> In my game Sykers and Doomies buy each power seperately and raise them
> seperately like the old system. To offset the
> steep punishment of a Doomies bust, which occures more often now, when they
> bust they draw a card. If its the Black Joker then they get mutated.
> Sykers just use the Brainburn table.
>
> Oh and one thing for anyone that wants to answer this. With the (yet again)
> altered explosion rules, would
> anyone like to figure out the new danger to using Nuke. I can do the math
> but it seems that this power in particular
> suddenly becomes more dangerous than its usually perfectly safe version.
> (Sarcasm) :) Nit that I mind the danger of the power
> Nuke, it just got a LOT more dangerous.
I like your idea, but where does blastin come into the picture?
I mean, if the sykers wont use the skill, i will see alot of sykers with 1 or 2
in blastin'
I am not sure what to do, but im going to do something to nerf the AB's
Ragna