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Re: [BNW] My group's power packages
> > 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
>
>I don't have my book around but why doesn't the teleport foe trick need a
>raise
>like all other tricks. I thought that was part of the way you activated a
>trick.
>
You'd have to ask Matt that (as I was planning to). However, reading the
entry verbatim seems to indicate that no extra success is required.
Presumably, the fact that the target can get defensive bonus and/or can
dodge trick was considered adequate to raise the difficulty to the point
where an extra success was considered unfeasible.
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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