[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [BNW] Session Report and questions [MATT]
Coucouvinis wrote:
>
> Is it just me, or are Bargainers really useless at the moment? One of my
> players is playing a Bargainer with a mimic totem, and he found himself
> not using his powers much at all - partially because he didn't have the
> skills to allow him to use the powers he could mimic well.
A beginning Bargainer would likely have that difficulty -- so would any
one else who picked up a gun for the first time. However, they would
likely (over time) use the same set of skills for power use over and
over again, and would likely start gaining permanant skill with it
(the player spends experience points to buy skills).
It would not be untoward for the character to start with a few points
in the skills the player will expect they will need for power use, with
the explanation that "they used those powers in the past". (With
Guide approval, that is...)
Bargainers are "jacks of all trades, masters of none", making them
extraordinary versitile, but not (initially) as good as a specialist.
>
> Some tricks talk about needing to get an extra success on a dodge roll
> (like the Telekinetic), but after reading through both the skill
> description and the dodging section in combat, I can't find a target
> number for a dodge roll anywhere. Any ideas?
"Dodging", p 154, BNW: "... Then roll your hero's dodge skill.
Instead of adding any attack modifiers to a Target Number of 5, the
attacker uses your result -- or the original Target Number of 5 if
that's higher -- at the Base Target Number."
(There's a small typo there: it should be "as the Base Target Number.")
Now, it's a little bit strange to talk about a Target Number for Dodge,
because it's the only roll where the Target Number is determined /after/
the roll is opposed; i.e. the effective TN of this roll is the attack
roll total.
In many other games, this is worded differently, where the attack roll
is rolled and then the character may choose to dodge; in that sense,
the TN would be known before the dodge roll is made.
This may not be what is intended: MATT, is the intended TN for a dodge
(for purposes of figuring extra successes) the attack roll made by the
opponent, or is it just the base 5?
> For the teleporter, would you say that relative momentum is conserved
> when you teleport? I'd say yes, but maybe there should be a mechanic to
> allow the teleporter to slow himself down when teleporting.
Add a Trick: Put on the Brakes: For an extra success on a teleport
(Navigation roll), a 'porter can cancel whatever momentum they had
before the teleport.
--
the encaffeinated ONE
--- saving the world one COFFEE at a time ---
Visit CAFFEEN! at <http://www.geocities.com/encaf1>