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Re: [HoE] Revised Edition [Shane]



> >>Hexes (154): Hucksters have gotten a rock from the start. Not only did 
>they
> >>have to buy each hex as its own skill, they then had to make a skill 
>roll,
> >>draw cards, and risk getting their heads blown off by manitous as well.
>They
> >>still have to do the card business, but red Jokers are always good, and 
>all
> >>their hexes now use a single skill—hexslingin’. That means they can get
> >>better at their craft and have better chances to pull off their spells.
> >
> >so only Harrowed, Chi Martial Artists and Voodooists have individual
> >powers? that seems really off to me.  Also, unlike most other changes, 
>this
> >one will be very very hard to institute.  Also, red jokers always being
> >good are, IMHO, a bit much. how much would individual hexes be? 5?
> >should Voodooists just roll their faith or do they get gimped?
>
>Actually, they seem to be moving more inline with the Blessed.  One
>overskill, and separate powers underneath it.
>Shouldn't be that hard to implement - all of the systems have precedents -
>like the Red Joker thing, after all it's already in place at level three
>and above.
>

So how is it being suggested that this be implemented for existing 
characters, particularly those who have invested  great deal of time in 
various individual Hex levels?

If a Huckster has bought, say, 10 Hexes up to Level 4, that's a _lot_ of 
stuff to convert or psuedo-convert into a single Hexslingin' skill.  Are all 
those skill levels lost?  Can the points you spent there (ummm...100 bounty 
points!) be spent elsewhere?  What exactly?

I don't see a problem with this system for starting characters.  But 
hopefully guidelines will be provided for converting existing ones.  IMO, 
Hucksters are one of the most representative of the Deadlands genre, and 
most commonly taken, compared to Mads and Shamans.

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/


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