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[BNW] Covenant Powers: Unbalancing ?
Well, I've just had my offline game die (too few players) after getting into
a heated argument with my g/f over the power levels of the Covenant power
package (in Ravaged Planet).
Is it just me, or does anyone ELSE agree, a starting character with, not one
or two, but three to FIVE powers (each about half as much as an entire
package) is a bit much, for a supposedly low-power environment?
I mean, come on. Wrath of God is a mini-Blaster power; God's Mercy is Healer
Lite, and Strength of God is Goliath in a Trial Size package. Yet, spending
only four skill points, a Covenant hero could have ALL of them.
And even more, if they went to the hilt on Faith.
My girlfriend was making a 5d6 Spirit, 5 Faith covenant delta ... and of the
other two players, one would have been a gadgeteer and the other, a
teleporter.
They'd have been steamrollered by comparison. IMO, Covenant is _broken_ ...
they get way too many powers, and way too EASILY, to boot. I could see TN's
of 10, not 5, to get most to work (with hte option to have a SINGLE "primary"
power with the regular TN of 5).
Face it: If a Covenant delta has a faith of 5, then unless s/he rolls a lot
of ones, their poers will work ... and they will, with Faith 5, have a LOT of
powers.
This has, in essence, shredded the campaign I was building (and thus, yes, my
online game is indefinitely ON HOLD, sorry guys, the offlien and onlien
versions were going to be _strongly_ linked ...), due in part to my
unfamiliarity with the rules, thus having to rule on the Covenant AFTER she
picked (though I would have let her rebuild, we han't _played_ yet), not
before ... but much of is is that I _needed_ to do so.
Don't get me wrong, I love the setting, and the system IS no-brain easy. But
... the Covenant needs fixing. BADLY.