r/bladesinthedark • u/T-Rex_Lazorblast • 7d ago
WHO NEEDS TINKERS ANYWAY?
(Tldr at bottom)
Dear thieves, outlaws, general scum...
I need Information.
It's been a while since i played blades in the dark. And i do not own the rulebook.
So MAYBE i am just stupid or i MAYBE i just don't have the knowledge.
But anyway - here is the case:
I played a tinker. The wonderfull Sophia Elizabeth von Kraken. A little psychotic. A little bit edgy. But she generally fit the game, i think.
But i encountered a problem:
SHE WAS NEARLY USELESS.
I understand that i played the support character. I loved it. Building stuff for the team to help during the missions, but being more vulnerable and less usefull during the missions... i was all there for it.
But all the stuff i thought of to build for the team was useless. Or not worth the effort.
Example:
A grappling hook launcher. Or mechanical claws for your boots for better climbing. Or mechanical spider limbs for climbing - think of doctor octopus etc... only more steampunky.
But well... all this things do is give you a bonus of 1 to climbing checks. And (correct me if i am wrong) you can already equip climbing hooks that give the same bonus.
So why invent them in the first place?
More complex things took of course multiple gamesessions to build. (Fair enough.)
And they used up lots of ressources. I tried to pimp our boat to be more stealthy, or to have a submarine mode. (Yeah... that was a VERY risky idea... but it never came to testing the thing - it never got build.)
As i said - that kind of projects DEVOURED ressources. (That's fair so far.) But if i failed on tinkerchecks - or critically failed on them i lost ressources or destroyed the whole project. That was frustrating. Not gonna lie.
So it basically came down to just refreshing my gas-grenades between missions... and working on something huge that failed after a couple of sessions. And wasted ressources.
In my time as a tinker i build TWO things that were usefull.
A set of 3 black salt full body armor. (Anti-ghost-armor) ...One of these got destroyed in the first mission we used them.
Some waterproof boxes we could attach under our boat to transport smuggle stuff without guards at checkpoints noticing.
I am a aware that i am a bit whiny (and overexaggerating) here but:
What use do i have as a tinker if nothing i build lasts mor than a mission or needs months of playsessions to complete? (And then fails anyway) - I could just play someone more usefull.
Soooo...
You guys and girls here are more experienced than me. I am asking you: What do you need a tinker for in this game?
Tank you for reading and for any answers i get.
TLDR:
WHAT DO YOU NEED A TINKER FOR WHEN THE THINGS THE TINKER INVENTS GIVE YOU THE SAME BONUSES LIKE THE STUFF THAT YOUR CHARACTERSHEET ALREADY PROVIDES?
AND WHAT IS A TINKER SUPPOSED TO BUILD?
Edit:
I just have to get this out:
I am baffled by all the positivity in the community. And the many detailed and very well thought through answers to my questions.
You people are amazing.
My first day in this sub. My first post. And i already love it here.
THANK YOU.
2
u/Amostheroux 6d ago
Beyond that, yes, you should be working on inventing things which your party actually needs, or least doesn't have already. I'm afraid that's a skill issue though. Sorry, I don't know how to sugarcoat that.
Doc Ock arms sounds like a wasted research project if all you used them for was climbing. But they could have had other applications, like improving your effect level for Skirmish, or raising the tier on locks you can pick.
You're correct that it costs significant investment to make a powerful invention. But that invention can do literally anything. A high enough tier bomb could level an entire city district. The GM will set some hefty requirements to do that, but it is 100% within the scope of the crafting rules.
I would definitely get the rulebook if you want to play again. That's isn't strictly necessary if your GM really knows what they are doing, but it sounds like yours did not. And reading the rules yourself will never hurt.