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Re: Power Packages & Cost (Re: [BNW] The Hacker)



>yes, the sneak is only +5 as opposed to the +10 of the charmer and hacker,
>but those are not skills that have direct effects in combat. the charmer
>might, but it does have to be roleplayed.
>

Sure, but the apparent problem is that while, say, a Gunner can match a 
Sneak (by having an inherent +5 Shooting, and buy +5 Stealth and a pair of 
night-vission goggles), the Sneak doesn't match the Gunner because even if 
the Sneak takes +5 Shooting, he doesn't get +5 to initiative, and he has the 
light-weakness quirk.

Or to put it another way...yes, the Sneak has a skill-boost that is useful 
in combat, but he has only a very limited ability (via the appropriate 
Trick) to make use of Stealth in a way that a non-Sneak character can do.

A Gunner has +5 initiative and (IMO) better Tricks.

So actually, a better arguement is that the Sneak is better in non-combat 
situations.  However, again, he is only superior by one success over a 
non-Sneak (and his one current Stealth-oriented Trick is a little better - I 
don't have it here in front of me).

*shrug* The real problem to me is simply that the package seems 
underpowered.  Either it should be +10 _with_ the Quirk, or +5 _without_ the 
Quirk.  We're told in the rulebook that Quirks should be used to _balance 
out_ a more powerful Power Package (page 172).  Does anyone really think 
that +5 Stealth + Nightvision was really so powerful (compared to, say, 
Blaster or Speedster or Bouncer, which have _no_ Quirks) that Sneak required 
a Quirk?

---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

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