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Re: [BNW] Re: Power Packages & Cost (always with the sneak)
>what exactly is the argument?
You'd have to ask the person who originally posted for the definitive
answer. My understand was that, _in general_, Sneak is underpowered.
>that the sneak is comparably underpowered because all he gets is a skill
>bonus to one skill?
That, and that the bonus is somewhat weaker than others get (Charmer,
Hacker).
>sure a gunner could get sneak +5 and do okay, but say a gunner a sneak are
>both hiding in shadows/ smoke/ etc..., both win initiative over a DP
>baddie.
>the sneak is hurt and decides he will stand still and remain hidden. the
>gunner (with night vision) pops the DP, who doesn't go down. the DP throws
>a
>flash grenade- or somehow enlightens the area- (which will affect both the
>gunner and the sneak), the DP can now blast away at the gunner while the
>sneak is still hidden (i do believe) as long as he doesn't move.
As I noted, I believe that the arguement was "in general" that a Sneak is
weak. If all the various ifs, thens, and buts that you mention come into
play, then certainly a Sneak would be better. _If_ the Sneak also wins
initiative, and _if_ the Sneak is hurt, and _if_ the Gunner doesn't put down
the DP. And wouldn't the aforementioned flash grenade impair the Sneak's
vision due to the inherent Quirk?
>and yes, one can get night goggles, but they tend to draw attention and are
>quite pricey.
If you're trying to sneak, the fact they draw attention is kinda moot. If
you're not trying to sneak, they can typically be tucked into a largish coat
pocket. I don't think they're more expensive than, say one point of the
positive Gear Quirk, are they?
>as far as costs go, i'd say the best package is any that gives a bonus to a
>stat full time, that way one could min/max and put only die in that stat
>(say a genius) and have 11 dice left for the other stats.
I'm not sure I followed this. What 11 dice?
>sure, the sneak may be underpowered comparatively, but getting into this
>sort of minutiae seems a bit min/ max to me. if someone thinks he's weak,
>don't play him.
>
By that arguement, no design considerations whatsoever should come into
building Power Package. "If you don't like it, don't use it" applies to
_any_ aspect of the game. That shouldn't be used as an excuse for _any_
potentially unbalanced game aspect (not necessarily Sneak) in published
material.
After all, if a player _wants_ to build a sneaky kind of character, they
either choose that or don't get to play the kind of character they want
(based on the Rulebook guidelines on power packages, where they say not to
build anything more powerful than an established package). Keeping players
from playing the type of characters they want, within the established
framework, is not a good thing either, IMO.
And again, a Guide can certainly do whatever they want. However, we're not
discussing what a Guide can or can't do, but rather what is published for
BNW itself.
Hope that answers your question.
>Barak Blackburn
>Angelfire Ambassador
>www.angelfire.com
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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