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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
HREF="http://hometown.aol.com/deltaprimernuke/myhomepage/index.html">One
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