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Re: [HoE] Re:Doomsayers [rant alert! rant alert!]



(great mass of power-gamer-wet-day-dreaming deleted...)
>and favors). You also could take mo'miracles with your greenie/doomsayer
>and have 12 powers. I assume the excess will only get worse, with the
>cyborg (?), templar and junker books coming out.


  ....and you STILL wouldn't measure up to the lamest Servitor your Marshal
could think up, or even a small road gang with a cunning leader who didn't
let his gang act like a bunch of B-movie mooks.
  What's the point of the Uber-Character?  It's an arms race you can't win;
  you have to play by the rules (no matter how badly you abuse their
spirit) and the Marshal doesn't.  Just play a character that's interesting
to you (and if that character is a junker/syker/doomsayer/templar maybe you
should find another system where the characters are SUPPOSED to have
god-like powers) and go with the flow.
  Combat monsters in my game get the sharp end of the stick when the lead
starts flying because that's what they're asking for when they make those
sorts of characters.  Make one that's too far out of bounds...well, sure
I'll let you play it, but I'll also run the game accordingly (word gets out
about this Superman of the Wastes, and you just KNOW that everything in a
five hundred mile radius will be gunning for them, for a variety of
reasons...)

   bax
  rant? was that really a rant?
  no more salsa with lunch...