[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [BNW] Package questions



---- Original Message -----
From: "Andrew Ross" <arosslaw@earthlink.net>
To: "Brave New World List" <bnw@gamerz.net>
Sent: Monday, February 12, 2001 12:24 PM
Subject: [BNW] Package questions


> First, a more general question. Many powers involve opposed rolls
> (typically Spirit). Would it make sense or be too unbalancing to instead
> have such packages use a new Spirit-based skill for the power? That way
> the hero can increase his skill with his power, which seems to make more
> sense that simply developing huge Spirit dice totals.


Maybe yes, maybe no. Some of those Spirit-based packages (eg Snuffer) get a
+5 bonus on the roll. Roll plus bonus is almost always more potent than
rolling on it's own; even 1d6+5 is better than 5d6, on average (9 vs 8).

If you add a skill on top of this bonus, then the package becomes _really_
powerful.  However, without a skill, those packages that don't involve a
bonus (eg Paralyzer) are a lot more random.

You could devlop a unique skill for each package, so that packages with a
bonus can't add a skill on top - but if you're doing that, why not just give
the packages a straight +5 bonus anyway, rather than a variable skill?

I've not had any of those deltas show up in my campaign thus far, so it's
hard to be sure, but I'm inclined to leave it as is for the moment. Try
testing the power out in play a few times before deciding.

> SHRINKER
> Does the shrinker get a Pace modification for shrinking?

Realistically, they should - but that could be both fiddly and boring. I'm
inclined to leave it as is.

> CHARGER
> Blaster does 5d6+10, the charger 10d6+10. Is the blaster's ROF of 3
> worth an extra 5 dice of damage for the charger? Plus the charger gets
> armor and invulnerability to electricity, plus the power up trick. Seems
> like charger is just flat-out better across the boards, but I might be
> missing something here.

Both blasters and chargers get armour and the power-up trick, so ignore
those. The question is, does a ROF of 3 stack up to +5d6 damage and
invulnerability? I'm inclined to think yes.

Look at the numbers. 5d6+10 is, on average, 18 damage; 10d6+10 is 20. Yep,
only 2 more points on average. Given statistical variations, that gap can be
larger, but 5 dice isn't _that_ major a difference.

Now, with ROF of 3, the Blaster can add two dice to their attack roll, _and_
get up to three hits on one target. Because there's no use restriction on
the power, there's no reason why _every_ shot shouldn't be a 3-shot. So the
Blaster gets that bonus on every attack, unless they go for a Superblast.

The Charger doesn't have that option. They get a little more damage, but at
the cost of accuracy and multiple hits.

Also, note that the Blaster's attack ignores _all_ artificial armour; the
Charger's power only ignores _most_. You can't stop a Blaster's power, but
with some thinking and planning, you can insulate armour to protect you from
a Charger.

I have a Charger in my game, so I looked long and hard at the difference
between these two. On the whole, it balances out. A better question is why
are Hotshots and Screamers so underpowered in comparison.

> COPYCAT
> Can a copycat copy an alpha's powers?
> What happens if a copycat copies a power that has been boosted? Do they
> copy the power at its boosted level or its normal level?

Can't imagine why not; I'd still arrange the alpha's abilities into
individual powers and let the copycat have one at a time. Copying an alpha
gives you a wider range of powers to choose from, but you still only get
one.

As for the boosting - no idea. Haven't played with either boosters or
copycats yet.

> PARALYZER
> DOUBLER
> POISONER
> JUNGLER

Haven't got these yet, so I can't comment.

--
Patrick O'Duffy, Brisbane, Australia

I'm back. I have a ragged army hanging on my every word.
And I'm pissed off.

 - Spider Jerusalem, TRANSMETROPOLITAN: I HATE IT HERE