From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
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Subject: | Adepts and the Astral Plane |
Date: | Thu, 1 Apr 93 02:47:30 CET |
Let's not be so liberal in giving Conjurer adepts access to Astral Space.
There is a reason they can't do that. We call it that old demon "Game Balance".
All of the adepts have disadvantages.
Conjurer Adepts - Can't cast spells, can't access astral space
Sorcerer Adepts - Can't summon spirits, can't ascess astral space
Shamanic Adepts - Can only cast a limited number of spells, can only summon a
limited number of spirits (one or two of each)
Elemental Adepts - Can only cast a limited number of spells, can only summon one
type of elemental
Physical Adepts - Can't cast spells, can't summon spirits, but have different
unique abilities
Now if you take away the Conjurer Adepts lack of access to astral space you
have to do the same for Sorcerer Adepts. And how will you balance that out with
Shamanic, Elemental, and Physical adepts?
Also if I had the choice of making a character who could do everything a full
magician can do except summon spirits for a lower priority, I'd do it in a
heartbeat. There's never been anything I've done with elementals that a little
more elbow grease couldn't cover.
Now if your all choked up because Conjurer Adept Initiates can't summon great
form spirits, then there's an easy fix. Let them perform Astral Quest for that
purpose only. "Hey, Johnny. Now that your an Initiate I've got this really
neat trance you can go into that will make your spirits alot more powerful."
This solves the problem without upseting game balance.
See Ya in Shadows,
Jason J Carter
The Nightstalker