Sunday, May 31, 2015

The Funnies #7

Freight tunnels and sewers are good places to hide hideouts right under a metropolis.

Dan Dunn, because of his level, should be able to boss around lower level Fighters. But being able to talk one into authorizing a hundred-man search party? That's a bit much for Hideouts & Hoodlums.

Dropping seven stories, with burns, sounds like a lot of hit points' worth of damage, but that's definitely possible in H&H, for a higher-level Fighter.

Numbers tend to run a little high in the comics, but sometimes need scaling back because of the more incremental nature of H&H.  Eight hundred troops might seem like a nicely dramatic number for railroading your player's Hero in the direction you want him to go -- but then what if he decides to stay and fight?  Not a good idea to use numbers this high when you can't predict what your players are going to choose to do.

I also wanted to share this page because the idea of climbing up and down a tree to keep warm seemed novel.  And it's Captain Easy, so it's just darn amazing.

And the lesson here is that players can plan all they want, but they can't control the actions of characters other than their Heroes, even their own horses.

Bronc Peeler, which switched from a humor strip to an adventure strip, here demonstrates an early use of the whip as an entangling weapon. Whips may need some special mechanic for that, as I don't think it will work with the grappling rules, as I have them now...

Og and friends simply use thrown rocks as weapons.

We don't actually see any wolves here, but the great grey wolves are certainly talked up as being larger than normal. Maybe 1+2 HD?

Don Dixon now gets full pages!

It's hard to say what's going on with the whistle here. Were the blue dwarfs really that close-by, by coincidence, or is the whistle magical and summoned them?

Note this would be a good way to introduce decidedly non-Tolkien dwarfs into H&H.

Less deservedly, Tad of the Tanbark gets a whole page now too.

H&H Book III: Underworld & Metropolis Adventures has rules for vehicular combat, including ramming with cars, and how much damage the occupants take.

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