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Re: [HOE] Doomsayers (NO! Not again!)



>Don't even get
>started on that "hinderance" that lets you spend 1/2 wind and 1/2 strain


Which has officially been given the axe by PEG.  There are several different
fixes suggested for it, but the one I would use is that the Doomsayer pays
the FULL Strain AND half the power's Strain in Wind.

>I have no problem with harrowed what-so-ever. I had one in the Deadlands
>campaign I was running and they aren't that bad (basically they're just
>really thick-skinned). 5 wound levels kills a harrowed just as easily as a
>norm. Now a Doomsayer with Molecular Cohesion...


Fire damage.  Use a petrol bomb or something that causes multiple wounds to
multiple body parts multiple times.  All he has to do is fail one roll, and
the power goes away.

>You say the games supposed to be fun, well how fun is the game when the
>Doomie hogs all the action in combat and then holds the rest of the party
>back when dealing with NPCs because he doesn't have the social skills to
>talk to a stump.

Well, I'd say that's the major problem right there.  How is he holding them
back, exactly, and have the other players discussed this with him?

And one other thing to consider doing is playing up the religion angle that
Doomsayers have.  If he's not preaching to the unconverted, spreading good
faith through settlements, and investigating possible sightings of the
Harbinger, then he's not being a very good Doomsayer, and it's possible that
someone might want to have a word with him about that (assuming that he
doesn't do these already, but then again you SAID he's not big on
interaction...).

--Kai Tave