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RE: [DL] Problems with Voodooist



I played a voodooist once. She was an awesome character, had a  lot of personality; but this was before Hexarcana even, and the system itself kinda paled on me. 



My character was definitely not a combat powerhouse. She was a talker and an information gatherer and a liason. Some of the fights -were- pretty boring for me, considering I couldn't really do anything-- but as time went on, everyone started teaching the character various combat skills, so she would basically shoot things in fights and cook up voodoo between combats.



Maybe this worked better in our game because we play a very roleplay-driven game. The vast majority of our time seems to be spent in inter-character interaction and information-gathering, with a few supremely violent altercations for flavor. After all, we like the roleplay aspect more than the combat-- but let's face it, who doesn't want an all-out no-holds-barred vulgar display of power once in a while?



My advice to your player would be to learn a few combat-oriented talents. Maybe give the voodoo queen a shotgun. The more well-rounded you are, the less you'll have to sit out at any one point.



Voodooists are fun, but if you're looking for a huckster-type character with flashy, destructive magic, play a huckster. *grin* Eventually, that's what I did.



Melissa



--- "Munther, Sven" <SM518726@EXCHANGE.DENMARK.NCR.COM>

> wrote:

>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

>

>

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==
Melissa Hill, 9909-013 (Maudlin Moon)

"Here lies One whose Name was Writ in Water"-- John Keats

vampire.tamu.edu/camarilla/chapters/SE/maudlinmoon
www.angelfire.com/weird/savannah/index.html

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