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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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