[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HOE] Massive Damage ...





Now, in my opinion, this seems...well...wrong.  I thought the original rules worked very well and actually gave players a chance at surviving.  With the new MD rules, explosions are much more deadly.

So, I ask you, which system do you like and why?

Dr. Nukem

I use the new Rules. In HoE, they are significantly deadlier.  Sometimes, however, they are a bit too deadly.  I have on more then one occasion contemplated discussing with my group if they want to keep them or not.

One thing they did do was put some bite into massive damage powers.  several times, we looked down on Nuke and Soul Burst because we figured the massive damage limited them. Now that is the least of our worries.


Loki said:

"Yes. My opinion? I like it. The comment in Iron Oasis about PCs dropping
grenades and riding it out with a few chips is very, very true, and if you use
the mook rules, like I do, where unimportant NPCs get killed by massive
damage, no save, the disparity in the old massive damage rules is worse.

People should *respect* and be *afraid* of explosions. As it is, under the old
Massive Damage rules, a mjority of the PCs survived being virtually on top of
a green robe's Ground Zero explosion! It strains suspension of disbelief in a
game that requires a lot of suspension anyway.

And on the flip-side, it means the PCs explosives can actually do something to
major NPCs.
        -Loki"

I never, ever use the Mook rules, so that was not a problem.  I was running the GZ fight Loki mentioned, and he is 100% correct.  Only one PC and one allied NPC died.  4 PCs and 1 friendly NPC survived.

OTOH, In Weird West, the new rules work strongly to the PCs benefit, since neither side uses dynamite too often.  They do, however, have PCs with Soul Burst and Geyser who have become killing machines.  Course they can fight a Huckster but that can be problatic for my card draws.

John Goff said:

"Seriously? To make a dynamite explosion a deadly event. :-)

Joking aside, I had a mad scientist (as a player myself) wearing a
bulletproof vest detonate a stick of dynamite on his chest. We played it out
by the rules, and he walked away from it virtually unscathed. It cost him 5
chips (and the vest soaked two wounds), but that's a little unrealistic IMO.

One of our playtest groups actually had a player who would deliberately drop
grenades at his feet in a crowd of "mooks" because he'd realized the damage
would most likely drop them, but leave him relatively unscathed.

Use of dynamite and grenades in this fashion (in our opinion) should not be
rewardsd. :-)

We use the rules in my game here, and when someone lights a stick of
dynamite, eveyone ducks. OTOH, there's also a capricious element involved as
well. A mad scientist in the group recently got a catastrophic failure with
his flamethrower inside a crowded saloon. In addition to the 12 or so bad
guys in there, one PC was caught in the blast. He got lucky, caught a blast
pocket and walked out unscathed.

However, all that said, if you like the old DL rules better, keep using
them.
John"

I agree with this, but consider it as much a weakness in the Mook rules as anything.
That said, as you say, it makes dynamite what it should be-nasty.

Allan Seyberth said:


"I found this out a while ago - one stick of dynamite by the old rules is not sufficient to kill a pc.
Now - three sticks pretty much does the trick. :-)
-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/deadlands/index.html"

um, what he said.

TBS