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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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