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Re: [HoE] New Blast Rules (possible spoilers)



Steve Crow wrote:
> I don't think it works that way.  Since damage goes down by a die type,
> pretty much all explosions are limited to a 50-60 yard radius.  It goes,
> say, 6d12 - 6d10 - 6d8 - 6d6 - 6d4 - Nothing!  Of course, you can set up d20
> and above explosions, but you're then playing an escalating arms race to see
> how much damage you can do in your campaign.

What I meant was, Nuke has a blast radius of 10 yards. What if the
Raptor was carrying Durandal bombs with a blast radius of 20 yards? 

Hmm. I'm starting to have some serious doubts about allowing this
miracle in my game. Even with a 60-yard max blast radius, that's an area
of effect just over two football fields. At the very least, I think it
should be restricted to Doomies with a Faith of 6 or more, like Aegis.

> I'm not sure what you mean by the latter.  Short of die fudging (which
> becomes _real_ obvious in the new system), how do you "save" a PC group from
> a Nuke?

I meant, you throw an encounter at them where they are supposed to use
Nuke to get out of it. As in, a pair of Raptors appear on the horizon,
or they see some roadgangers coming up on them in armored cars.

> PEG?

Pinnacle Entertainment Group. Before Deadlands came out, the big trend
in the RPG industry was systems with fewer, simpler rules, and an
emphasis on story-telling rather than dice-rolling. First, there's
systems like WEG's (West End Games) d6 that restricts the dice needed to
a handful of a particular type. Feng Shui uses 2d6 to determine
everything. In Nomine uses 3d6. And of course White Wolf likes to tell
people to ignore the rules when it makes a better story to just decide
what happens and go from there. And there's also Amber diceless and
Everway.

When PEG came out with Deadlands, one of the attractions was the older
gamers could whip out their huge collection of dice and use them all.
The DL/HOE rules system is one of the more complex rules systems out
there as far as math/tables/charts go, and PEG has gone out of their way
to make it even more complex and detail-heavy with sourcebooks like the
Junkman Cometh (where you need some sort of Graduate degree to make a
cigarette lighter). Which isn't necessarily a bad thing, it was just the
opposite direction the RPG industry was going.