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Re: [BNW] What (if anything) will YOU do?



In a message dated 10/22/2001 8:26:32 PM Eastern Daylight Time, 
Oberonrex@aol.com writes:

<< My first idea for the coveys is no more switching. they have all their 
powers 
 on all the time. Maybe boost afew as needed. >>

             Not a bad idea.     Wish i'd thought of that.    Addled brain 
matter and all that.   (As a side note, and completely off the stated topic, 
the trade off of Non-Catholic, Non-Major Denominational Covenant Types not 
having certain ones of the Requirements listed is the inability to switch 
their Covenant Powers once they are chosen).

             Have to admit...... the more I playtest this, the more I like 
it.   I have come across a few flaws, of course.     There are some 
concepts/modifications that The Guide might make for the character that the 
players might not like.    The fact that The Guide, in my opinion, is the one 
that should be making the choices in this... with INPUT from the Player of 
course... might be a cause of trouble.   Then again, there's the Concept..... 
the way The Guide sees the character's type (like THIS comic character or 
that).  It's possible that, in one of my previous examples, the Player 
doesn't like Mr. Fantastic, seeing the character as more the Plastic Man 
type.   As for game mechanics, I haven't come across any major flaws that 
leap at me from the table as I test them.   Granted, the Hank Pym test I did 
made a SCARY Alpha!!!   He was a Giant, Shrinker, Genius, Gadgeteer.   
There's the real possibility of Overkill Missuse, as I like to call it.   
THAT'S why I firmly believe that The Guide should (to be read MUST) be in 
control of Alpha boosting IF this method is used, for the sake of the game, 
if nothing else.

                 
Nuke, Captain : Delta Prime - Enforcement

"There can be no society without respect for and adherence to the law..even 
when the law doesn't seem fair.... so.... welcome to the Atomic Age Defiant." 
   

Visit the Web Page at :  <A 
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