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Re: [HoE] Boise Horror is tuff



>>I can't speak to Boise Horror, having not picked up a copy yet.  But
>>personally, I'd rather have tough adventures that I can downgrade with 
>>some
>>die roll fudging, reduction of opposing numbers, etc.  Rather than
>>adventures that are not tough enough.  Much easier to fudge a die roll 
>>down
>>then up, IMO.  :)
>>
>S
>P
>O
>I
>L
>E
>R
>I haven't ran it yet but Boise Horror is seems very tuff.  Escpecially if
>you have Players like mine who don't like to run away if the odds are
>against them.

Mine don't, as I think has been noted in previous discussions here...  :)

>Some of the Encounters in Boise are several waves Combine Automatons
>I think it start with 6 but more keepo comming

Sounds good.  One note, though - has anyone noted how handy the Syker's 
Chain Brain talent is for locking up automatons...?

>A Infiltrator Cyborg, A Heavy Cyborg, Tons of Black Hats

Heavy Cyborgs are indeed pretty formidable.  My one question would be, what 
is it's Armor value, and what do your party members (if any) who rely on HTH 
do against it...?

>And I won't even get into the Horror itself(You fight it just it but It has
>the Ability to take control of one of you players.  I'm planning on take
>control of The Super Soldier Templar in the Party and Cleaving the Damn
>Doomsayer in half.  Not that I'm a killing G.M but those two have ruined so
>many cool battle with there extreme killing abilities that I'm  ready for a
>little revenge.  If I kill them and there really upset I'll probably fudge
>the card pull and let one of them come back harrowed.)
>

Sounds just like our group.  ;) Except the Doomsayer is the Super Soldier in 
ours.  We've had several "discussions" as to which one might be able to win 
in a fight between the two.  Looks like the adventure might provide a final 
answer *heh*.

I'll look forward to seeing it.  Agian, I liked Mr. Goff's writing in 
general of Killer Clowns (and said as much in my Azrael review) - it was 
just the mechanics and "toughness" of the adventure that bothered me.  IMO, 
a Marshal shouldn't have to work to make an adventure "tough" - at least the 
basics should be there.

Again, maybe it's just my group - they've been very careful to keep their 
Guts relatively high, buy Brave, whatever.  And without the Fear Level 
enhancements, the Clowns just don't seem to be that tough...

>Dan Sulin


---

Steve Crow

"Worm Can Opener Extraordinare"

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

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