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[BNW] Weak Powers
There has been some discussion over "weak" power packages (especially the
Translator). Maybe I'm a strange Guide, but I have not found any powers to
be weaker than the others.
First, the Translator. I currently have a modern setting going on Tuesdays,
and a WW2 game on Thursdays. The new guy in my group plays a translator in
both campaigns. If you only role-play for combat (which is very boring),
then sure, he's weak. Get creative, that's what makes it fun. In both
settings, I allow him to speak with a regional dialect as a trick. Combined
with a high persuasion:bluff skill and a german uniform, he has already
started several conversations from fellow soldiers from "his home town."
This distracts them long enough to have the others sneak in or knock out the
guard, or whatever. In Crescent City modern day, he has acted like a reg
and distracted primers whose accent he hears (a Texan and a New Yorker, so
far). The trick also grants him the use of slang from those areas.
Basically, a power package is only as weak as its player. Watchers can be
helpful when sneaking around, or invading a base. The Genius is great with
his mortar (artillery is a smarts skill after all). The powers restricted
by location were designed that way, for use in the different theaters of
WW2. Besides, if every one came back with powerful packages, how fun would
that be? A group of blasters encounters a group of blaster gang members,
but the fight is broken up by some primer blasters. BNW powers are gained
randomly, and that makes it interesting. Just my two cents.
Colan Kennelly
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