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Re: [DL] Hexslinger Required (holistic storyline questions)
>I can't believe I'm going to dignify the comment with a response, but I've
>got to agree with Daphné, these are not the questions of a "moron."
Think nothing of it I got the same kind of response when I ranted on mad
scientists...maybe from the same people.
>
>I'll give responses to the poster's points as were/are handled in my
>campaign.
>
> >
> > Hexslingers.
> >
> > The most vauge character class that has yet to be produced. Not much
>more
> > than a footnote in a single book mostly dedicated to lawmen and combat.
> > They lack real explanations from a metaverse standpoint. The marshals
> > sections on them are loose and not very different from a quick once over
>and
> > they call into question a lot of things that I thought had been nailed
>down
> > with hucksters.
>
>Hexslingers are only a "footnote" because they are hucksters with a
>different approach. Only the differences needed to be addressed. Such as:
>
> >
> > step one what is old has become new:
> > 1. The only real requirement for casting spells is access to the hunting
> > grounds and the ability to see your hands.
> >
> > 1a. Hexslingers don't necessarily need to see their hands.
>
>But they do, they just don't see cards. They need to see their gun.
>
Here is where is gets a bit muddy. Hexslingers don't have to be focus
dependant. It says that some of them are because of the lack of real
magical training but by and large every one I've ever run into wasn't. So
favorite guns are not necessary. Again, You don't need to be able to see
your gun. It could be half a mile away and you could still cast vim and
vigor or hale and hearty.
So the thing becomes this. Hucksters need to see their hands because of the
magic cards that appear there and then disappear. Hexslingers have no cards
and thus don't need to see their hands.
> >
> > 2. Hucksters see glowing playing cards in their hands that from the
>physical
> > manifestation of power from the hunting grounds.
> >
> > 2a. Hexslingers don't see cards.
>
>Correct. Their firearm of choice instead glows, or sparks, or is otherwise
>indicative of the powers involved to the same extent the Huckster's cards
>are a give-away.
>
But that just raises another question. If Hexslingers are so all fired
different why aren't they just an example of how a huckster sees his game.
Like with chess peices or the Hexagram thing Steve long put out a while
back. The difference is there. Hexslingers are not hucksters. They share
a common spell list and ancestry but if anyone here plays D&D3edition the
differences are like wizards and sorcerers. Common but very different.
> >
> > 3. Hucksters learn from many sources. Arcane texts, Hoyles, other
> > hucksters, and they develop hexes themselves.
> >
> > 3a. Hexslingers have no book. Can't really learn from arcane texts
>because
> > they don't have to have acedemia:occult and are not the same as
>hucksters.
> > Without a teacher you are pretty much up shist creek.
>
>Well, you've pretty much got me here. My hexslinger had to make up his own
>hexes when he wanted to learn a new one. Having a mentor who can teach you
>something is better, but you're right, the only other choice is working
>from
>scratch.
>
Which is Why I think a new relic is in order. Maybe Doc's journal or Graves
diary...something important but rare.
> >
> > 4.Hucksters can learn hexslinger spells if someone is around to teach
>them.
> >
> > 4a. Hexslingers may not be able to ever learn huckster spells.
>(depending
>on
> > the marshal)
>
>They might be able to learn them, but then the character probably should've
>just been a Huckster. Hexslingers are Gunslingers to the core, with a
>magical bit of oomph. While they may understand how to get power from a
>manitou, and that the power could be used to Soul Blast someone, they just
>don't like that approach. Hexslingers like their guns!
>
>Which brings up my final point. Hucksters get power for their hexes by
>accessing the Hunting Grounds, locating a manitou, and beating it in a
>contest. Hoyle visualized the contest into terms easily dealt with by the
>human mind: a card game. Hexslingers visualize the contest differently,
>maybe a quick draw contest, or maybe sharpshootin' (hence no cards
>materializing in the Hexslinger's hand, but rather the gun already in their
>hand glows and sparks), but the concept of beating the manitou into
>submission to get some power is still there.
>
This is all true. I don't argue that the mechanics and general theory are
still the same. The duel and all still apply but the hexslinger brings some
important differences from Hucksters in manner and layout that contridict
the basic premise of spellcasters in deadlands.
As proof I offer this example.
I had a group with three Hexers. 1 standard and two hexslingers. (all of
which had arcane prodigy, which I am never allowing again)
Each had a different spell list from regular to combat type spells that they
would trade and teach each other....1 hour per spell is not fun.
The huckster invariably was more handy because of his copy of hoyles and
access to more spells. The hexslingers never got caught casting spells
however because they didn't need to hide thier glowing guns. The huckster
however was almost lynched in town when the local preacher caught him
casting black lightning in the middle of a bar brawl.
A pair of nickle plated revolvers at high noon is not nearly as noticeable
when you cast spells.
Thats my story and I'm sticking to it.
Ron C
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