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RE: [DL] Problems with Voodooist
Hey I got some good comments - thanks for the input
>I'm under the impression that Voodoo just isn't like Hucksterin', and isn't
>supposed to be as "powerful." They do their magic before combat, or after.
Still game balance is a nice thing...
>Like you say, they make interesting characters -- I think they were meant
to
>have lots and lots of "flavour" but not be combat machines. A Voodooist
>gets powerful by having lots of role-played contacts, any number of which
>might be under the voodoo influence of the character
Good input
>Turning voodooists into some kind of Caribbean super-hero would kind of
>defeat the purpose, IMHO.
You are likely right
I still consider tweaking a few thing. What about:
A juju bag that deflects bullets but at some kind of cost (as opposed to
TN/spell
difficulty - spells that always fail are not fun)
The cure spell should be better IMHO. The TN is way too high.
Other?
Anyway - has anybody played a Voodooist? Or had one as a player? Some
stories to share
or some suggestions on how to make the character interesting?
Sven