From: | Lady Jestyr jestyr@*********.html.com |
---|---|
Subject: | Burnout or Realism? was Re: Decker Mage |
Date: | Thu, 01 Jun 2000 08:25:35 +1000 |
>
>I tend to implement a house rule there for munchkin prevention. To me some
>people tend to take the path numbers and say that they are happy as a magic
>6 rating mage and begin to toss in cyberware by the point. I play it that
>when a mage starts to get too much cyberware (more than a point or 2) they
>start running the risk of losing magic whether they get more modifications
>or not (auto-burnout).
<snip>
>The other reason I do this is that I just can't conceive that a person who
>can work with the raw power of the universe would do anything to hinder it
>above a minor level.
ARGH! Pet hate time - you do realise here that what you're doing is
basically dictating how a player character's attitudes should be?
I can understand and sympathise with your -other- motives for limiting
magic/cyber combinations - although it's never been a problem in our game,
since you always have to sacrifice something for the gain you get, and we
find that it balances out. But if yo've been having an over-power problem
due to magic/cyber combo characters, fair enough to limit them in this way
if it works for you.
But to automatically dictate that mages just "shouldn't want to get
cyberware" smacks to me of making decisions for players about their
characters' outlook and priorities, and that is something that IMO a GM
should never do. Ever.
Lady Jestyr
~ Hell hath no fury like a geek with a whippersnipper ~
* jestyr@*****.com | URL: http://www.geocities.com/~jestyr *