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Re: [BNW] My group's power packages
>Spacedog wrote:
>
> > Yeah but you have to hit someone and get a raise(or is it more I
> > don't have the book nearby) on the navigation roll to get this trick
>off.
> > Also they are not ussualy good in combat otherwise.
>
> Perhaps you're right. I keep forgetting that BNW only uses d6's
>rather
>than all the dice, like Deadlands. I do firmly believe there is a way
>around
>any of the packages, it's just tough to find it sometimes.
>
It's hard to say. Teleport Foe requires a close combat hit roll (no
Navigation roll is necessary). However, it doesn't seem to require an extra
success on the roll (unlike pretty much all Tricks, assuming I'm reading
page 128 correctly). I'd say figure an average difficulty of about 10, and
the Teleporter takes a combat attribute (Speed or Strength) of 3-4 d6 and
3-4 skill levels in the appropriate skill.
So figure you've got to roll a 7, that means your chance of success is
somewhere between...42.1 and 51.8% a shot.
If the Teleporter is smart, and goes for a lower fighting-skilled opponent,
the chance increase significantly...
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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