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Re: [BNW] Giants
Steve Crow wrote:
>
> The problem would seem to be that the current Goliath package is
> "balanced."
> For the powers it gives you (+2 Size, +5 Strength, armor), there are
> quirks to balance it. These powers are fairly...well, powerful. But for
> the sake of arguement, let's say that the quirks and powers of the package
> balance.
The trick always seems to be creating packages that supplement those
that are already there without supplanting them...
> In that case...a hypothetical "Growth" power package would give you at
> least
> the same powers. I'm not sure what general quirks (consistent for anyone
> taking the package) might make up for the loss of the Obvious and Ugly
> quirks which would be lost since the Grower can turn the power on and off.
> Plus, theoretically he might be able to grow even larger than a Goliath.
I've been thinking about a meta-system of describing powers to make them
easier to describe, wherein you have "bonus" powers, and "supernormal"
powers, and you have "fixed" and "variable" powers. For example,
Gunners have all "bonus" powers, where Blasters have "supernormal"
powers (Blasting). Both have "fixed" powers, as opposed to the Shrinker
which has "variable" powers (Shrinking and Armor both can be done to
any Size level down to 1, and all the bonuses are triggered off of
that.)
So, how does this help us? A Goliath has "fixed" powers, a Grower has
"variable" powers. At no point should any variation of the Grower match
the "fixed" (or static vs dynamic?) powers of the Goliath, or there is
overshadow. Giving a hero with dynamic powers negative quirks which
are also dynamic seems to be a good balancing factor, IMHO...
> Nor does it seem like the associated powers would get weaker.
>
> The only thing I can think of right off hand would be some kind of
> heart/physical strain sort of thing (along with Slow). Maybe...
>
> +2 Strength, +1 Size, +3 Armor for each level of Growth used, up to a
> maximum of 5 levels useable.
>
> Quirks: Slow - -1 Speed per level of Growth used.
> Strain: At the end of each round, the Grower must make a Strength roll
> using their power-unmodified Strength. The TN is 5, with a +1 for each
> level of growth used. If they fail to make this roll, they take 1 wound per
> 5 points they failed the roll by to each location, and must make a Stun
> check.
Hmm.. similar to what I suggested, although the Strain thing sounds
interesting...
Perhaps not all Growers (we *need* a better name!) are not affected
equally? Perhaps there could be several different drawback variations,
as long as they are all "relatively" similarly affecting?
--
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