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Re: [HoE] I Ran Killer Clowns - Finally!



Sorry, I'm terrifically backlogged; I hope to finish
the rest (I have some as far back as 3/14; a month
ago) of the back emails during spring break, probably
next Sunday or maybe Monday after school.

--- PEGGoff@aol.com wrote:
> 
> S
> P
> O
> I
> L
> E
> R
> S
> 
> 
> Hmm...sounds like you had a pretty powerful posse
> and handled it as best you could. The adventure is
> honestly set up to drain the heroes of Fate Chips
> prior to the final encounter. Dempsey by himself
> isn't that powerful--but Dempsey facing a posse
> without any Fate Chips is. Especially since, as a
> Deadland, you get to draw 3 Fate Chips yourself at
> the start of each battle.

Gack! Three? I thaught it was two... that may have
helped some.

> Personally, I used those extra chips not to keep the
> clowns, etc., alive, but to make sure I hit the
> heroes a couple of times in combat. And, since (if
> you're using the revised rules) you can now spend
> them on Strength rolls for damage, I chugged one or
> two into there as well just to make it sting. :-)

No, I'm using the original rules, as listed in the
"Hell on Earth" and a bit from "Wasted West" books.
And any AB books (i.e. Junker and MA). 
 
> The martial artist sounds like he had a field
> day--and I have to be honest, although they're
> certainly fair game, I didn't consider the
> possibility of DL ABs in the adventure (a blessed
> can _really_ hose a HOE adventure, we've found).
> However, did you take into account the clowns' AV 2
> when he was striking them. Short of using a fu
> power, he probably couldn't damage them since he's
> using a natural (weaponless) attack?

Hmm... I used a posted Armor rule; AV 2 is basically
"reduce all wounds taken to AV X area by X". (for a
negative value, roll 1d6; if between 1 and X, reduce
wounds taken by one). So, with (I think) 3d10 strength
+ 1d6, he did about three (numerically) wounds each
time which translated into one wound. 

(BTW, how do the blessed really hose a HOE adventure?)
 
Between 5d6 quickness and the "Roll Hard(9) Smarts"...
mutation, he got a few hits in. My rolls weren't great
for a few combats; I need to get a GM screen.

> Although the rules don't currently address whether
> you get bonus dice for noggin'/gizzard shots with
> martial arts...

I just used the +1d6 damage to all h2h attacks and no
h2h bonus for hitting noggin'/gizzards.

> Hmm...you've given me a point to consider for
> Hexarcana. Thanks!

Glad to be of help. Good luck!

> John
> 


=====
The perpetually backlogged Michael Shindler, ICQ #13820058
"Ok, so a priest, a huckster, and a kid walk into a saloon..."
http://members.xoom.com/martin_etc/links.htm
v3.12 GU d+(-) s+:- a--- c++ w++ PS+ R+ tv+ b++ DI++++, D, G, e-, r--

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