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[HOE] Re: hoe-digest.20021124



I require Doomies in my campaign to have Atomic Blast as one of their 
miracles before they can have MIRV. This limits abuses somewhat. Just an 
idea.






>From: owner-hoe@gamerz.net
>Reply-To: hoe@gamerz.net
>To: hoe-digest@gamerz.net
>Subject: hoe-digest.20021124
>Date: Sun, 24 Nov 2002 23:59:43 -0500
>
>hoe-digest                                      Sunday, November 24, 2002
>
>
>[HOE] Critters Versus Vehicles         mosiondz@shaw.ca
>[HOE] Doomsayers and MIRV              mosiondz@shaw.ca
>Re: [HOE] Critters Versus Vehicles     schnabul@yahoo.de
>Re: [HOE] Doomsayers and MIRV          Johnny.Burlin@home.se
>[HOE] Fun Posse Tricks                 matt@severian.chi.il.us
>Re: [HOE] Doomsayers and MIRV          toadpooka@juno.com
>
>To unsubscribe, send a message to esquire@gamerz.net with
>	unsubscribe hoe-digest@gamerz.net
>as the BODY of the message.  The SUBJECT is ignored.
>
>----------------------------------------------------------------------
>
>Date: Sun, 24 Nov 2002 03:20:50 -0600
>From: mosiondz@shaw.ca
>Subject: [HOE] Critters Versus Vehicles
>
>Heya,
>
>My posse were heading across northern Nevada in a jeep and a police cruiser
>when they were attacked by a Mohave Rattler.  One thing I noticed that
>Mohave Rattlers were listed as being Size 10-20, but on the Size comparison
>chart it listed 20 as a "Mohave Rattler, Small" and the upper end of 24 as
>"Mohave Rattler, Large".
>
>Now a typical 4-door car has a +2 Size modifier, meaning people have +2 to
>hit it.  This is different than the critter sizes, so upon looking at the
>critter chart I noticed that the small Mohave Rattler (Size 20) has a +6 to
>hit it, and used that as the Rattler's "vehicle size".  It was necessary to
>determine this since the police cruiser clipped the Rattler after failing 
>to
>swerve out of the way and I had to determine the total damage that was
>caused by the car hitting the rattler.
>
>Does this sound reasonable?  Or are there rules that explain this process
>and I just missed them?
>--
>Randy Mosiondz | mosiondz@shaw.ca
>http://members.shaw.ca/mosiondz
>
>
>
>------------------------------
>
>Date: Sun, 24 Nov 2002 03:23:02 -0600
>From: mosiondz@shaw.ca
>Subject: [HOE] Doomsayers and MIRV
>
>So... one of the players in my posse brought in a Doomsayer with MIRV and
>Rad Baby...
>
>Is it just me or is MIRV disgustingly powerful?  :-)
>--
>Randy Mosiondz | mosiondz@shaw.ca
>http://members.shaw.ca/mosiondz
>
>
>
>------------------------------
>
>Date: Sun, 24 Nov 2002 14:10:14 +0100
>From: schnabul@yahoo.de
>Subject: Re: [HOE] Critters Versus Vehicles
>
>Sounds perfectly right to me.....
>
>Marshal Schnabul
>
>----- Original Message -----
>From: "Randy Mosiondz" <mosiondz@shaw.ca>
>To: <hoe@gamerz.net>
>Sent: Sunday, November 24, 2002 10:20 AM
>Subject: [HOE] Critters Versus Vehicles
>
>
> > Heya,
> >
> > My posse were heading across northern Nevada in a jeep and a police
>cruiser
> > when they were attacked by a Mohave Rattler.  One thing I noticed that
> > Mohave Rattlers were listed as being Size 10-20, but on the Size
>comparison
> > chart it listed 20 as a "Mohave Rattler, Small" and the upper end of 24 
>as
> > "Mohave Rattler, Large".
> >
> > Now a typical 4-door car has a +2 Size modifier, meaning people have +2 
>to
> > hit it.  This is different than the critter sizes, so upon looking at 
>the
> > critter chart I noticed that the small Mohave Rattler (Size 20) has a +6
>to
> > hit it, and used that as the Rattler's "vehicle size".  It was necessary
>to
> > determine this since the police cruiser clipped the Rattler after 
>failing
>to
> > swerve out of the way and I had to determine the total damage that was
> > caused by the car hitting the rattler.
> >
> > Does this sound reasonable?  Or are there rules that explain this 
>process
> > and I just missed them?
> > --
> > Randy Mosiondz | mosiondz@shaw.ca
> > http://members.shaw.ca/mosiondz
> >
> >
> > To unsubscribe, send a message to esquire@gamerz.net with
> > unsubscribe hoe@gamerz.net
> > as the BODY of the message.  The SUBJECT is ignored.
>
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>
>------------------------------
>
>Date: Sun, 24 Nov 2002 14:26:04 +0100
>From: Johnny.Burlin@home.se
>Subject: Re: [HOE] Doomsayers and MIRV
>
> >So... one of the players in my posse brought in a >Doomsayer with MIRV 
>and Rad Baby...
> >
> >Is it just me or is MIRV disgustingly powerful?  :-)
>
>Yes, it is very, very powerful. How many Doomsayers start out with less 
>than 5D12 in Faith? Some, but the vast majority go for 5D12 as only Faith 
>(and Strain...) matters to Doomsayers (ok, other things matters to but they 
>usually don't matter enough to make the player give up Faith 5 in favor of, 
>say, Taletellin', Academia : Occult or somehting similar).
>
>So, we have a fresh Doomie with a Faith of 5D12 meaning that he can blast 5 
>opponents for 1D10 damage. Since a D10 averages at about 6.1 this means an 
>average of 2-3 wounds per use, not that powerful, especially since targets 
>usually have some form of armor. But MIRV has the raise rule, with 5D12 you 
>have have a 25% chance per die of rolling 10+, on 5 dices that becomes a 
>76.3% chance of getting a raise so in 3 out of 4 uses you get 2D10 per 
>bolt. 2D10 averages about 12.2 points of damage (1.5 wounds) for total 
>damage of 7-8 wounds. It's beginning to hurt.
>
>The radiation priest with 5D12 faith also have a 30.2% chance of rolling 
>15+ (3 raises). The damage then is 3D10 (18.3 points of damage, 2.5 wounds, 
>12-13 wounds total). Now you are hurting. Then add in Rad Baby and a chip 
>or two and you are REALLY hurting.
>
>The power of Nuke without the side effects (bystanders, destruction of 
>equipment and the like), the best way of killing lightly armored opponents, 
>especially those that are only vulnerable to magic.
>
>MIRV also gets considerably better with increased Faith. Longer range, 
>higher chance of getting raises and more bolts.
>
>Still, MIRV doesn't unbalance my game that much. The party's Doomsayer 
>usually uses Molecular Cohesion (which is also disgustingly powerful) and 
>Glow Stick and rarely uses MIRV or Nuke.
>
>If I were to change the rules for MIRV I would limit it to 3 bolts per 
>target, then the doomsayer can choose to spend his raises to either boost 
>the damage or to get more hits.
>
>/Johnny
>
>
>
>
>------------------------------
>
>Date: Sun, 24 Nov 2002 09:02:25 -0600
>From: matt@severian.chi.il.us
>Subject: [HOE] Fun Posse Tricks
>
>A Night Stalker approached the camp.  The librarian with the very
>jazzy sniper rifle drew a bead on the eye with her 8x telescopic
>night vision laser sight.
>
>  -Blink-
>
>Uh-yup -- target acquired!
>
>
>
>------------------------------
>
>Date: Sun, 24 Nov 2002 03:47:04 -0600
>From: toadpooka@juno.com
>Subject: Re: [HOE] Doomsayers and MIRV
>
>On Sun, 24 Nov 2002 03:23:02 -0600 Randy Mosiondz <mosiondz@shaw.ca>
>writes:
> > > Is it just me or is MIRV disgustingly powerful?  :-)
>
>S'not just you.  Not only is it five Atomic Blasts for the price of
>three, it's five AT ONCE, on the same action card.
>
>In my campaign, when it came up, I treated it like an Atomic Blast with
>full-auto.  You hit once for success and once per raise, rather than
>rolling individually.
>
From Whom It May Concern,
>Rich Ranallo
>
>"Among the maxims on Lord Naoshige's wall there was this one: 'Matters of
>great concern should be treated lightly.'  Master Ittei commented,
>'Matters of small concern should be treated seriously.'"
>-Hakagure
>
>
>
>------------------------------
>
>End of hoe-digest.20021124
>***********************************


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