Souran wrote:"You have black Market connnections" What is the mechanical effect of that Frank?
Well, we were talking about the ability in terms of Necromunda, where in the downtime phase you are allowed to roll for the availability of rare items for purchase. The black market connections allow you to roll an extra die and then drop the lowest to see if a particular item is available. It's simple, it's pretty good, and it's more of an ability than anything in 4e.
There are other examples like Shadowrun where your contacts have a connectedness rating, and that acts as a dicepool modifier to your rolls against Availability Ratings to attempt to get access to restricted items. That too is a defined ability that you can write on your sheet and have real effects from. But let's focus on Necromunda because it is more insulting to 4rries and also because it is frankly a more similar
game to 4e D&D than an actual RPG is.
See as Titanium Dragon was quick to point out, characters in 4e
have a Streetwise check. That
could have been the basis of a set of abilities involving information gathering and black market trading and stuff. But it's not, because there are no DCs written down anywhere o do any of that stuff. You can generate a black market dealings number, but that number doesn't
mean anything. Is a 14 a good number for buying and selling poisons? What about a 32? Who knows? No one knows.
It would not have been terribly difficult to make the fact that everyone has a Streetwise bonus written on their character sheet into the foundation of a set of everyman skills related to tavern rumor mongering and fencing rare loot. And then to build on that by allowing certain people to get very high bonuses or DC reductions that would allow them to smoothly develop spy networks, call in hits, and be provided with poisons, bane weaponry, and other contraband. That could have been done. But it was not. Because Bill Slavicsek
specifically said that worrying about or tying down any of that information was badwrongfun. You know, in the same essay where he explained how cool it was that he was taking crafts and professions out of the game entirely. Right before the essay where he told us about his epiphany that removing all the abilities from monsters that affected the world outside of combat would somehow be a good thing because they didn't need to interact with the
plot, only the
combat mini-game.
It's totally fucked. And the end result compares unfavorably to a tactical miniatures wargame with campaign rules like Necromunda.
-Username17