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Re: [HoE] [HOBLER] Junkman Cometh/Huckster ?
> > Just out of curiosity, why would anyone _want_ to run a Huckster under
>the
> > new modified Arcane Background found in the Junkman Cometh book?
> >
> > Basically, for the same three points you had to pay before, your minimum
> > hand size goes up one, you get +4 to your Backlash roll, and you lose
>the
> > benefit of Level 3+ letting you ignore backlash due to Red Jokers.
>
><snippage>
>
> > Even with the upcoming revision, they really seem unworkable. The new
> > system lets you ignore red Jokers at all levels...but the HoE revision
> > negates that, and gives you that +4 Backlash. Plus making your Hexes
>
>So change the rules. In HoE hucksters ignore backlash from
>Red Jokers at level 3 and above; Backlash still hits you
>with +4, but the manitou are more powerful and can hurt you
>more. You need a higher hand to get a hex going, but once
>it's there it works better.
>
Changing or ignoring (the latter would be my preference) is always an
option, but that doesn't explain why (IMO) broken or messed up rules were
introduced in the first place.
>At the minute I'm working on HoE hexslingers; they get an
>easier time of it since the manitou revel in the death and
>destruction they cause, but they're more limited than
>hucksters, needing a focus (their 'special' gun) and being
>limited to combat related hexing. More as I get it done...
>
>
Does that tie in with the Marshal Law hexes? Another supplement that we
haven't bought to date, but am somewhat curious about, since the gun-related
Hexes seemed to much more useful to Hucksters in the HoE universe in
general.
> > *shrug* It just seems like the Hucksters got kinda...neutered in
>Junkman.
> > Why would anyone want to play them giving the revisions made?
>
>Because they like hucksters? Because it's a way to get a
>Veteran of the Wierd West? Up until Judgement Day
>hucksters could still prevent their aging - perfect excuse
>for having survived since the 1870's.
>
If enough people like Hucksters that it was felt necessary to include and
recodify the Arcane Background: Huckster advantage, it doesn't make much
sense to then depower Hucksters further with that advantage. Basically the
modified Huckster rules make it so that if you like a Huckster, you can't
play a Huckster, IMO.
Choosing an option to be a Veteran that gives you a much better chance of
getting killed doesn't make much sense. I'd note that introducing an option
that gives a character a greater chance of being killed/possessed/killing
his cormades/etc. than previously existed would make such a choice _less_
desirable, not more desirable.
>Most of the Arcane Backgrounds in DL suffer in comparison
>to HoE - Templar powers are mostly permenently 'on', Syker
>powers are pretty simple to use with hardly any chance of
>Brain Burn, Doomsayers have awesome miracles in both
>offense and defense and don't worry overly about sinnin'
>against their religion. The DL AB's are a nightmare in
>comparison - Backlash, Dementia, Sinnin', building up
>Appeasment Points and obeying Guardian Spirits, Meditating
>for hours for Chi points...
>
Agreed. But then it makes little sense to make Hucksters even _less_
powerful, since we both agree that they were comparatively less powerful
than HoE-power types in the first place...
Just trying to determine the rationale behind _further_ depowering Hucksters
in Junkman Cometh. I can change the rules, but that doesn't answer my
original question.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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