Monday, April 13, 2015
More Fun Comics #17 - pt. 1
The rules, as written, are a little harsh when it comes to requiring Lawful or Neutral Heroes to save vs. plot to go around picking up enemy trophies, but that's meant to prevent do-gooders from stockpiling all of those hi-tech whips that, we've already seen, do enough damage to even give Don Drake pause. Betty picking up smoked glasses, though, is really solving the puzzle of how to get through the Room of Blinding Light and not being greedy, so I would definitely not impose the save vs. plot there.
In this installment of Dr. Occult, the good Doctor and The Seven stand in final battle with Koth and his thousands of horsemen. Again, I have to suspect that Siegel and Shuster are not as concerned with game balance as I am. Especially when it comes to how easily Dr. Occult turns the tide, simply by activating the final power of his magic belt and summoning -- a Phantasmal Army.
Phantasmal Force is an H&H spell, but one meant to conjure maybe 1-10 illusionary soldiers, not thousands. Phantasmal Army would be a spell of at least the 8th spell level. Will I include such a spell? Like robots hundreds of feet tall in Federal Men, I'm inclined to accept that what we're seeing is an exaggerated version of what we can adapt to H&H.
This is from a loose adaptation of Ivanhoe, which you would think would work better with D&D or Pendragon...but this Black Knight sure seems a lot like a superhero here. It would be interesting to see someone try running a medieval campaign using just H&H!
(Scans courtesy of Comic Book Plus)