[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[BNW] Improving Powers Part 2
Thanks to all of your who responded to my first post about whether or not you
allow improving powers in your game. It appears that the vast majority of
you do not allow this to happen.
I totally see why this is the case. First, there are no rules for it.
Second, we all know that Alpha powers rules will be coming, hopefully, very
shortly and you don't want to do anything that potentially would not match
those new rules. Third, it really is a great idea to get the players to buy
new tricks from their power package or even create their own power package
tricks to make their hero's powers "different" from another hero's who has
the same power package. Finally, I don't think that having a "power
improving" game is what Matt had in mind when he created BNW.
However, as I have been running my game more and more, I have noticed a
potential problem with not allowing powers to be improved. It may not be a
big deal, but it is an interesting development.
If powers cannot be improved, then certain power packages are more adversely
affected than others. Any power package that has "trait-based" powers, such
as the Goliath's and Scrapper's Strength bonus, the Bouncer's Speed bonuses,
or the Interrogator's Detect Lie power, can indirectly increase the strength
of their powers by increasing the trait associated with the power. The
rulebook says that deltas often go beyond the 5d6 human maximum for traits,
so a very experienced Goliath hero could be running around with a 8d6+5
Strength Trait. Granted, this would cost a fortune in experience points, but
it is possible. This is also true for "skill-based" power packages, such as
the Healer's healing roll bonus and the Gunner's shooting roll bonus. When
those heroes improve their skills, their powers in effect become more
powerful. This is also a much cheaper option than the trait-based
improvements as skills are relatively cheap to improve. However, powers that
are not trait or skill-based, such as the Blaster's energy blast, or any
hero's armor power, are stuck at one level. The Blaster is a good example of
this difficulty as all of the package's powers are not based on traits or
skills for determining the intensity of their effect. To use a very simple
example, this sets up a situation where the Goliath's strength of attack can
go up (5d6+5 Strength, to 6d6+5 Strength, to 7d6+5 Strength, etc.) while the
armor of characters trying to protect themselves from the Goliath's attacks
stays constant. I guess you could make the argument that if you improve a
hero's Strength, their armor does get "better." But it's still not exactly
like the Goliath example I gave. Also, there is still no way to improve an
energy blast or similar power that does not rely at all on a trait or skill
for determining intensity of effect.
Maybe in the actual play of the game over the long hall, this is not a big
deal and I am making a mountain out of a mole hill. But it is a burr under
my saddle a bit at the moment. I'm hesitant to allow powers to be improved
in my game (I really do think it goes against the "flavor" of the kind of
game that Matt was creating and that I want to put into practice in my
group). I'm going to disallow improvement of powers at least until I see how
Matt is going to handle the alpha powers. But, as my heroes get more and
more experienced, I wonder if this is going to cause more of a problem. Any
thoughts? Are their folks out there who have been running a BNW game for a
while and have any insights into how this panned out in their game?
Thanks, and Ever Defiant!
Guide Matt