Hello Max,

I think many of the proposals go too far in taking the eagle 
out of play. The player has paid character points for the 
ability, and he should get some use out of it -- but not too
much.

* Add a challenge/problem which can only be handled by flying
  characters, and let the wereeagle pull his weight away from
  the main battle. Perhaps he is the only one who can get to 
  the rear exit of the villain's lair and block it? He can
  face one of the most powerful henchmen alone while the 
  rest of the group batter the front door down and deal with
  the main villain.

  To take the eagle down a bit, make the henchman tough  
  enough to beat him within an inch of his hit points, while 
  making it look easy. Maybe the henchman is a a henchwoman,
  small and low ST but very high DX and skilled with 
  entangling weapons. If there is a NPC with the group, he 
  can comment on who fought the real men while the eagle 
  had his fun outside.

* Give the site a roof (it can be three or four yards high)
  and a ring of columns/poles/whatever which are closer to 
  each other than the wingspan. That means the eagle has to
  ground to pass them, and he could get engaged by an enemy
  before he can take off again. 

  To take the eagle a peg down, make sure to frustrate his 
  attempts to take off with apparent ease.

* Make the flying conditions bad enough (cf the comments on
  storms) to allow flight or fight, but not both. If the 
  wereeagle insists on flying, which he _could_, he won't 
  be able to hit much, or to attack as often as other 
  characters. 

  Maybe his foes can recover their balance, or get magical 
  healing, or whatever, during the turns where they are 
  not attacked.

Regards,
Onno
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