Showing posts with label Captain Easy. Show all posts
Showing posts with label Captain Easy. Show all posts

Thursday, November 3, 2016

The Funnies #35

According to The Crime Busters, it's possible to take the hinges off a vault door with a pocket knife, though it will take you hours to do it.



Ew, John Carter -- did you have to cut off his whole head? Cutting off heads is not so easily done in Hideouts & Hoodlums. Perhaps John has his hands on a magic vorpal sword. Or it's something about how strong John is in this environment that lets him do that. But would that make it possible for superheroes to decapitate on Earth, then? I'm not comfortable with this precedent...


A Hero capable of super-leaping, like a superhero on Earth or a fighter on Barsoom, can apparently leap long distances in a downward direction. Should that mean he can fall long distances safely? I had such a precedent for awhile in my Sundays at Home campaign, but I don't care for it. There should be a difference between a controlled fall and an uncontrolled fall. Could a super-leaper take less damage from falling, though?  I'm still thinking about that one...


Atomic cartridges? They were just called radium rifles in the original books. I wonder why they changed it here. "Atomic cartridges" seems like there should be a mushroom cloud with every shot, which is definitely not the case here. Maybe they do 2-12 points of damage per shot, though...?


Cerebus the Aardvaark??

Yeah, I didn't have anything else to say about this one. I'm not statting mosquito swarms...


Lost Temple of the Swinks should become a H&H adventure module somewhere down the line. But it does bring up for me, the issue of illumination.

Wash isn't carrying so much as a lit match to see by, but he seems to be able to see these spacious chambers quite clearly. Is it a mix of the outside light coming in through that small hole, combined with his eyes adjusting to the dark? Should dim light not be an issue in H&H?


I'm okay with the diamond eyes on the statues, but when there's a Fibber McGee closet-full of pearls, I think the Editor is being way too generous with treasure.


Wash seems to just happen to notice tracks on this page, but tracking in H&H is an active skill, not a passive skill.

But, yeah, I'm mainly just sharing these pages because it's Captain Easy...





This is from The Wonderland of Oz and I'm wondering...am I going to have to break down and finally put gnomes in H&H?

(Scans courtesy of Comic Book Plus)

Monday, May 23, 2016

The Funnies #30

Captain Easy might be easy, but weapon damage in Hideouts & Hoodlums is not easy. After all these years, it's still a hotly debated topic in the ongoing campaigns! One of the pros of all weapons doing d6 damage is that it makes players less dependent on getting bigger and badder weapons. One of the cons of all weapons doing d6 damage is that it can lead to some Heroes taking silly weapons -- like a wet broom -- confident that it doesn't matter if their weapon makes sense to do regular damage.


This issue marks the first appearance of John Carter of Mars in comic books. This, of course, opens up a huge can of worms for H&H -- how much of John Carter can be considered public domain and available for inclusion? It's not an issue I plan to resolve right here and now, but it's something under consideration.

Even without discussing copyrights and trademarks, there are still elements here that bear discussion. Like, a cave full of gas that sparks astral projection to other planets is one doozy of a trap! Or the fact that a human, on a different planet, may or may not become an alien, depending on how relativistic the Editor decides to treat the Hero races (or how much he wants to ape Burroughs).

And then, if we do include mobsters from Barsoom, we get to start with considering green Martians. The size of green Martians was pretty inconsistent in the books; I wonder if the comic book stories will follow suit. Here, Tars appears to be 10-12' tall. I'd generously give green Martians...7 Hit Dice?

Tars is riding a thoat, but it is drawn just to look like a giant horse with six legs.

(Scans courtesy of Comic Book Plus)

Wednesday, April 6, 2016

The Funnies #29

Alley Oop (not pictured here) doesn't name the dinosaur in the background this month, but it's very clearly a triceratops. For such a well-known dinosaur, I'm frankly surprised there have been so few triceratops in comic books so far. Triceratops was, of course, statted in Supplement I: National for Hideouts & Hoodlums.

This "rough and tumble" style of fighting might need some examining. Bat's leap attack reminds me of the panther attack we just saw in Gallant Knight the other day, and is clearly a trip/overbearing type attack. Bat's "claw yer eyes out" attack is a bit harder to quantify in H&H.  Do we need a blinding attack? I don't see most comic book characters fighting this dirty. For Bronc's turn, he kicks, and Bat hits his head. I would not add extra damage for Bat hitting his head; rather, this could be flavor text explaining a high result on the damage die.

I tell my players that they should bring supporting cast members with them so they'll earn more xp -- but the big secret is that's not really it. The reason I want them -- like Wash -- along is in case I expect the Hero to rescue the femme fatale in the next cell over and he surprises me by refusing. If it's really important to me for the plot that she be around, then I can have the supporting cast go free her!


Book III: Underworld & Metropolis Adventures had a list of metropolises and their challenge ratings, but that was just a broad overview -- if each metropolis was detailed gazetteer-style (like the treatment Duluth got in The Trophy Case v. 2 no. 1), there would be sections of each city with different challenge ratings. That would give you parts of town so tough they are "too tough for the cops".



Ben Webster and his pals have special glasses that allow them to see invisible things.

The missing links have a special kind of invisibility that makes you unable to hear them as well as see them. It's more like the psionic disicpline of invisibility that just makes people unable to notice you. Psionics were introduced in Supplement III: Better Quality and will probably not go in the 2nd ed. basic rulebook.


Here's a nice selection of spells being cast. We see Wall of Stone, Wall of Fire, a new spell -- Wall of Water -- and several castings of Dispel Magic.


I call your attention to The Crime Busters because it makes me question if a sub-machine gun couldn't be on the starting equipment list. It seems that people in the '30s only had to wait a few days to get one!

(Scans courtesy of Digital Comic Museum)





Tuesday, February 23, 2016

The Funnies #27

Captain Easy is on a new adventure. His plot hook came to him from a mystery lady who slipped it in his pocket. Was that the pilfer skill of a 3+ level Mysteryman, or a skill everyone should have? I could see femme fatales being statted as Mysterymen...


This strikes me as a fun trap to even use on Heroes. At a dead end the Heroes find a hatch they can open. They pull open the hatch and out pops a boxing glove to smack them in the face.   One person takes 1d6 damage, and everyone gets a good laugh.



I kind of like this idea for a twist on the cowboy vs. horse rustlers scenario -- horse rustlers transporting via river barges. I also like that it takes place on a real river, as opposed to some generic locale.

With such panoramic vistas it would pay to use photos as visual aids.




I don't really want to keep discussing this story in Ben Webster's Page, but I keep thinking of more things to say. "Snakes and centipedes and lizards and toads" is a wandering encounter chart for deserts -- which would be challenging if these were giant animals.

The missing link uses the magic word "Tamaruntch" to make Mary Jane not scared. A Remove Fear spell? Is the missing link a Magic-User?

Lost cities are a tricky business. How would planes not spot a brightly-colored city in the middle of a desert, even with cliffs around it. All I can say for certain is that the missing link is casting a Knock spell. He's at least 3rd level!


On this page the missing link even admits to using magic.

The gates cannot be magically opened from the inside -- an interesting bit of hideout dressing.


Shrapnel rifle?  I'm not sure what that is. A shotgun? Just a rifle shooting shrapnel bullets?


This gag filler is called Hold Everything.  I feel the same way about hockey.

(Scans courtesy of Comic Book Plus)

Tuesday, January 5, 2016

The Funnies #24

The continuing adventures of Alley Oop have him brawling with his ex-friend on the back of a flying pteranodon (the narrator refers to it as a pterodactyl, but it is way too large to be a pterodactyl). Any combat that takes place on a moving animal's back, moving vehicle, or some other terrain where balance comes into play should require a save vs. science from each participant per turn to keep from falling.

According to Alley Oop, pteranodons must have a low Armor Class from frontal attacks because their beaks are so hard (or Alley is just griping because his attack rolls have all been so bad).

If nothing else, maybe Reg'lar Fellers here makes the best case that anyone should have a chance to hypnotize others. But how good a chance? A 1 in 6 chance of triggering a save vs. plot?



Captain Easy has been struggling for the past few months, with its directionless plotting, but here Easy struggles with an issue Hideouts & Hoodlums players may struggle with someday -- how far can you move someone against their will that your character is grappling? I would have the grappler roll to hit and the victim roll a save vs. science and then look at those numbers. If the to hit roll was 5 or more higher than what was needed, the grappler can move the victim a half-Move away. If the save was 5 or less below what was needed, the grappler can move the victim another half-Move away.

The Editor must be careful to remain neutral, especially when the players are bluffing. Sure, the Editor knows that Easy's cannon has no gunpowder in it, but he has to realize that the guards in the truck would have no way of knowing that and should be given a morale save accordingly.



Machine guns have been a trophy weapon available in the game since Book II: Mobsters & Trophies, with canons and anti-aircraft guns being added in the more military-themed Supplement I: National. Note that Fighters do need tripod mounts for machine guns, as pictured correctly here, and anti-aircraft guns are not handheld weapons for anyone other than buffed Superheroes. 

As for that antique plane...even I wouldn't be mean enough to give my players transportation that antiquated...

Decades before The Godfather gave this a different context.  This gag filler is called Hold Everything.



This seems to be a clear-cut case, to me, of a stunt I gave the Cowboy class (in Supplement III: Better Quality) called Quick Draw.  Otherwise, I wouldn't even roll for initiative if one side has their guns out and the other doesn't.


(Scans courtesy of Comic Book Plus)








Sunday, December 20, 2015

The Funnies #23

I never thought I'd be starting a post here with a Captain Easy image quite like this one, but appropriate language is an issue worth bringing up, I think. There's a word right smack dab in the middle of these nine panels that, for much of comic book history, you wouldn't have seen in print. Now, this is clearly the exception -- I've had 231 posts before this one, reporting on comics that contained nothing this crude/colorful in them. I guess the point here is that, comic book purists don't have to kick that one player who lets slip the occasional crude/colorful word out of their gaming group after all.
Globetrotting Hideouts & Hoodlums campaign face a serious dilemma -- how fast do you gloss over travel? Do you establish a sense of place for each locale at the risk of bogging down the game and losing your momentum? On the other hand, do you rattle off names and images as fast as Roy Crane did here, on a speedy trip across Europe?



Should riders always be able to get their mounts to attack? No, a mount should be treated like any Supporting Cast Member outside the player's control. The Editor should make an encounter reaction roll each turn to judge the animal's temperament and willingness to engage in hostile acts (maybe with some modifiers, like a -1 per level of the Hero?).



Map handouts are useful for your players, even if you can only draw a rough map. It's important to include any relevant information they need to solve the scenario on the map.



This is interesting to me. Jack leaps and tackles Rufe off his horse. Obviously, Jack rolled to hit. Then some other mechanic came into play, like maybe a save vs. science for Rufe to keep from being unhorsed. Now, how I would play it, Jack would then control the action and wind up on top when they landed -- but in the story Rufe reverses and winds up on top.   What happened there, in game mechanics?  Rufe counter-attacked with grapple in the same turn and also hit. But how to determine which has the advantage over the other?

One way would be to compare to hit rolls, with the higher roll having the advantage. Another would be to compare saving throws, with the worst save vs. science winding up on bottom. Or, since both combatants hit their target numbers, and are normally not penalized for not going x number higher than the target number, simply roll a d6, with evens being Jack on top and odds being Rufe on top. You only have to go so far into using dice rolls for fairness; a lot of the time, dice rolls actually represent the chaotic randomness of combat that the Hero can't control.

(Scans courtesy of Digital Comic Museum)


Saturday, September 26, 2015

The Funnies #18

The importance of communicating by telegram cannot be overstated. Telephones were not reliably private and depended on the operator, or a series of operators, being able to make the right connections. Important messages were still sent by telegram, which cost about 75 cents on average, according to this page of Dan Dunn.



Ten cents for a beer. Bear in mind that you could get a hot dog for only five cents.



A good playing tip from G-Men: dressing in a mail carrier's uniform is a good way to get close to a hideout, and also an excuse to check their mail. Also note the tropes of secret writing, and the secret marijuana trade.



The text here in Don Dixon doesn't specify what "Ogi" is, but given the name and his height, it seems a fair guess that Ogi is an ogre, possibly the first one in comic books.



Tad of the Tanbark is suddenly my source for new spells!  Smoke Image is like the spell Projected Image, except that it can only be projected through pre-existing smoke closest to where you want to project to. This has to be a 3rd or 4th level spell.




There are some good tips here from Captain Easy about always checking up on new people you meet, and what to look for in identifying a fake twin, but the real find here is what Spain was, allegedly, paying foreigners to come and man their air force during the Spanish Civil War. Any Heroes down on their luck might want to consider fighting in a war, even in a pre-WWII campaign.

Tailspin Tommy reminds us that pirates, even modern-day ones, can't resist acting out the tropes of their genre, and would have to save vs. plot to resist doing things like making their prisoners walk the plank.



The Four Aces remind us why some villains use deathtraps -- it's to hide the evidence of the murder from police. Of course, why they don't shoot them first and then burn the building down, isn't explained...



According to Scribbly (yay! I get to post Scribbly!), a newspaper's weekly payroll was only about $7,000.


(Scans courtesy of Digital Comic Museum)

Thursday, August 27, 2015

Funnies #16

We finally have reached 1938!  And we'll start with the Alley Oop feature from Dell's The Funnies.  I'm still not sure about showing Alley Oop pages here, so I'll just mention that Alley Oop has to deal with that old trope of crossing a pond full of crocodiles here while hunting for a flightless bird. Crocodiles would be statted the same as alligators, which can be found in Book II: Mobsters & Trophies (and, in fact, the alligator entry supports this).

Goat joke #12!



According to Dan Dunn, at least, a used car in good working order could be had for just $10 in the late '30s.



Bronc Peeler brings us the first instance of "being tied to the ground over an anthill as a deathtrap" in comics, as well as possibly the first instance of male nudity in comics. As far as deathtraps go, this one's pretty mild, since Mexico isn't known for having overly aggressive ants...


Here, Don Dixon tries to make a case for weapon proficiencies, or a rule that limits Fighters to only knowing a limited set of weapons. Or maybe Don is just pretending he doesn't know how to use a bow, because he wants that high Strength modifier for melee combat...

Hideouts & Hoodlums, of course, does not use proficiencies or weapon skills, though some classes are restricted in what weapons they can use.


I can scarcely pass up an opportunity to share a page of my personal pre-Superman favorite, Captain Easy. Here, we're left to interpret how effectively mobsters can feign death. Was Easy really fooled when he checked the man's pulse, or was picking the man up and threatening to throw him out the window just an elaborate way of calling him out? I'm half-tempted to give cowardly hoodlums the ability to feign death...



Here, Easy sees through a disguise, demonstrating that disguise should either have a percent chance of success or a saving throw to see through (auto successes should only occur by magic).



Mutt & Jeff (or at least Mutt, in this case) demonstrates that ability scores like Strength don't rise in H&H no matter what training you do.

...Unless they do. There is an optional rule in H&H that allows for ability score advancement. It has proven to be popular in past campaigns, though it really only seems to apply to Superheroes in the actual comic books...

Renting horses, for 60 cents an hour.



(Scans courtesy of Digital Comic Museum)