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Re: [HoE] AB Cost!



Matt has a great way of deciding which PCs can be
which ABs... check his site.

--- Øyvind Hillestad <johilles@online.no> wrote:
> 
> 
> 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
> 
> 
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> 
> 

=====
The always backlogged Michael Shindler, ICQ #13820058
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