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Re: [HOE] Arcane Background:Road Warrior
On Tuesday, October 8, 2002, at 09:50 AM, Dan Sulin wrote:
> Oh for the love of God please don't give Law Dogs arcane powers(Or do,
> its you game after all :) ).
>
> <Opinion>
> I know there has been some demand for more info on the Law Dogs but
> I'm not sure people want another AB in HOE. If you start giving
> everyone some sort of different magical Schitck the games starts to
> turn into a Super hero like game(or a White Wolf game). I actually
> like to keep the AB to a minimum in my HOE game. I personally reward
> players who forgo taking an AB for the Kewl Powerz and instead just
> make a norm.
>
> It just seems like a slipper sloap. First you get AB: Road Warrior,
> then you get AB: Law dogs. Soon you start getting AB: Pit Fighter,
> AB: Savage, and AB: Kid. In my game I stick to the 7 official AB and
> I even put a cap to the number of them in the party. </Opinion>
>
> Just my thought. This is not meant to offend anyone.
>
I have to agree (and that goes for the 'this-is-not-a-flame' comment as
well) that there's such a thing as too many ABs. I think this may even
be why PEG hasn't been motivated to port the 2nd tier ABs (Like Martial
Artists, Voodooists, etc.) to the Deadlands d20 as far as I know.
The Law Dogs and Road Warriors have their own schticks, and don't
really need mystic enhancement to be viable concepts. A simple reason
is that someone has to be around to calmly watch the Doomie melt his
own brain, shake her head ruefully, and start blasting the
abomination.... Almost all of my favorite ABs have a subtle but always
present aspect of danger... (Hucksters risk frying their brain every
time they cast a hex, for example) In HoE they are much safer, but
there's still a lot of risks. Alternately, some ABs are relatively
safe, but have other restrictions, such as membership in an
organization or simialr. This would include the Templars, Blessed and
similar.
I was initially disappointed when i saw that LC had only Mutes and
Anouk Shamans as ABs, but I've since realized this may be good as it
makes the ABs more valuable.
When I'm running, I always try to make sure the ABs can't run
roughshod. I've got a syker in my posse who might be in trouble if not
for the fact that his player does a good job of keeping him in
character.. If he gets problematic, i can use one of the MANY ant-syker
toys that are in the GM's bag of tricks. In my current HoE lineup the
only other AB (beyond a harrowed) is a Templar, although the posse may
pick up a Doomsayer soon...
Anyway, in a recent fight the posse (with a Cyborg NPC aiding) tried to
take on a Raptor and two truckloads of Black Hats. The Syker was
useful... Arson helped fry the Black Hats pretty well. the Templar
tried, but her lack of range weapons was an issue. The non-AB people
did some serious work... A Ravenite with a hunting rifle took down a
number of black hats while the gunfighters kept them moving. Pity the
Raptor was capable of taking the Cyborg out until the Cyborgs pet tank
showed up, which was the posse's cue to leave...
In summary, ABs really shouldn't be overused. They require marshall
intervention, especially to keep the standard Deadlands level of
lethality present. Of course, not all games are the same...