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Re: [HOE] Why is Blastin' a Knowledge aptitude?




--- Theo McGuckin <tsm@jlab.org> wrote:
> > Sure he can learn new powers outside his
> specialty.  He just needs to
> > find somebody to teach him, or find one of the
> Syker manuals.  He has
> > to go out and find these people/things instead of
> gazing at his navel
> > while waiting to kill folks.
> 
> Right, but something like that is going to be pretty
> rare. There aren't
> that many sykers out there (and most of the ones
> posses meet are usually
> un-friendly :), and from the description I got in
> the book those manuals
> are worth their weight in bullets (or some other
> colorful expression) and
> are very hard to find (the two really good ones
> would be belongin's 5!) So
> it still comes down to an issue of whether it's
> worth it for the player.
> And what are you really accomplishing? Are you
> encouraging the player to
> play a more well rounded character, or punishing him
> into doing it?
>  
> > > There's also the argument that this creates a
> bias > against the
> > syker AB. > The templars can pick their powers
> freely, as can > the
> > doomsayers, rad > shamans, etc. because they only
> need that one trait.
> > > While the syker is > stuck because he's trying
> to raise 5 (well
> > probably > more like 2-3) traits > to "stay even".
> If you were going
> > to use a similar > system for all the AB's > then
> it would be fair
> > (but it would be a headache to > divide up all the
> > other powers,
> > since they aren't categorized like the > syker
> powers), but > just
> > doing it for sykers doesn't seem right to me. >
> > 
> > Well, what happens if I use a Huckster, or Blessed
> or
> > something else to put the whammy on your Spirit?
> 
> Huh? I don't know what you mean here. If the player
> has a character with a
> low spirit then he suffers the consequences. It's
> his choice. But by the
> rules a syker doesn't NEED a high spirit (just like
> a blessed doesn't need
> a high knowledge). I'd be wary of changing that for
> just one character
> type. Do you plan on making similar changes to all
> AB's or just sykers? If
> it was something that was done across the board it
> might be cool (I think
> AB's in HoE tend to over-shadow non-AB's).
> 

Actually, I'm planning to make changes to all the
beginning skill costs.  Levels 1-2 still cost 1 point,
3-4 will now cost 2 points and Level 5 will cost 3
points.  On the other hand I've reduced the cost of
beginning Concentrations to 1 point each.

I also incorporate penalties to Spirit-based skills
based on the Fear level: Penalty = Fear level - 2. 
So, Fear level 3 gives a -1 penalty, etc.  There's
already penalties for guts rolls that are higher.  It
seems reasonable that once it's high enough, the "Fear
factor" would beginning to shake people's Faith, Chi
Meditation, etc.

> Theo McGuckin - SysAdmin, JLab, Safety Warden (Bldg.
> 85)
> 
> 
> 	The Network Administrator that goes all the way to
> eleven.
> 
> 
> 
> 
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=====
"I am Justice.  I am Fate.  I am what happens totinpot scum like yourselves when you begin to sufferfrom delusions of adequacy.  I am the Shithammer ofGod swinging down from Heaven to smash you back intothe wastelands that spawned you.  There comes a timewhen fear, greed and evil must be redressed.  The timeis now, the place is here and God help anyone who getsin my way." - Malachi Shepherd

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