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



> 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?

Actually, I really like some of the changes proposed
and the changes don't benefit the Syker's player. It
actually benefit's my vision of the setting and the
other players' characters. One of the most common
complaints I get from my players is that there is
little point to playing a non-AB character because of
the extreme power differences. (I personally disagree
with them, but they never listen to me, the Marshal,
anyway) I think that the sykers more than anyone get
their power quite cheaply for what they pay and that
these are decent ways of not only reigning them in,
but a first step (it was the first AB sourcebook) in
"balancing" all ABs in regards to norms.
When I say that sykers are cheap it's in relation to
other arcane backgrounds. You cough up eight points
and you are a master blaster in five powers of your
choice. Aside from these eight points (3 edge, 5
blastin') a syker isn't required to take anything
else, no necessary oaths, no necessary obligations, no
blanket mission statement, nothing. In fact, their
only real weakness, comparatively, is that everyone
knows how sykers work. You see a baldy you hide. You
shoot him in the brain (who'da thunk?) and he dies.
They should be feared because of their power but
they've been around for most of if not all of most
denizens' of the wastes lives. Nobody else has this
kind of freedom with their power.

I think I've rambled my point,
Jim

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