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Message no. 1
From: Matthew Johnson <mjohnson@*.ARIZONA.EDU>
Subject: Re: Aptitude Edge ad Sorcery (Sorcery adept Incompetence)
Date: Tue, 25 Nov 1997 09:26:50 -0700
Really quick point. When you roll force dice, you are making a sorcery
test, correct. you are not, as an aptitude/incompetence requires, making a
sorcery SKILL test. Force does not equal skill and vice versa. Now, as for
magic pool, I don't know exactly what to say, but here's a train of
thought.
If you have (allowed) the firearms aptitude, which is "legal" by the
book,
you can add combat pool to it to roll more dice. technically, combat pool
has nothing to do with how good you are at firearms, but you can add it and
still get -1 to your target number for combat pool dice.
However, if you take the train of thought that a spell, which is all
force/power and no skill, and therefore not capable of getting that -1 for
aptitude, adding magic pool (which may represent skill at weaving spells)
does not apply because it doesn't work in the first place. Only cases where
Sorcery Skill was used and magic pool could be added would you be able to
have the -1, as in the firearms example above.


---------------------------
Matthew Johnson
mjohnson@*.arizona.edu
http://www.u.arizona.edu/~mjohnson
ftp://150.135.184.121 login: anonymous pw: email
----------------------------
>
> > > <flame>
> > > </flame>
>
> Wow, this was quite a post...Might as well add My wood to the fire.
> THis was an issue that come up recently in my games. Here's how I
> voted:
>
>
> > > > someone recently chose the Aptitude edge in sorcery. Now,
> > > having the skill is integral in spellcasting, right?
> > >
> > > NO. You can cast spells with a 0 in sorcery. You just need to have
the
> > > "gift" and to know the spell. In that case, you would have no
magic
> > > pool (well, maybe totem dice). The skill is totaly uneeded for
> > > spellcasting.
> >
> > Technically correct, thus the basis for the Magical Edge (Spellcasting
Type)
> > stuff in SRComp.
>
> Even though FASAMike said you needed Sorcery to be able to cast it.
> :) another case of FASAMike vs. the world. I'd allow casting with
> Sorcery 0 only in cases of the Edge(spell Type) only because I'd
> argue they couldn't learn the spell otherwise.
>
> > > >Does a spell caster get a -1 to all
> > > > target numbers when casting spells?
> > > > I say no, because I take it to mean that you get a -1 to target
> > > No interpretation is needed, that is correct, although everybody
seems
>
> I'll just say that 1) I ruled that you would get a -1 to the target
> number for all spells 2) I then promptly disallowed the Edge for
> Sorcery on the basis of the statement saying (paraphrase) "GM's will
> want to restrict the use of Aptitudes for combat, computer, and
> magical skills"
>
> The basis of my argument was even though you are rolling the force
> and not your sorcery skill, it was a sorcery Test. Disagree as you
> will. Steve Kenson? You out there? It was your Edge.
>
> <snip section about Incompetence and Sorcery Adept>
> I'd say that Sorcery is used for spellcasting, and all "theory" type
> things fall under Magical Theory (go fig)
>
> Thus if you wanted a sorceror who could cast but not understand, it'd
> be Incompetence(Mag Theory) not Inc(Sorcery) (Right Jestyr?)
>
> Drain: Is a willpower test. not sorcery.
>
> -=SwiftOne=-
> Brett Borger
> SwiftOne@***.edu
> AAP Techie
Message no. 2
From: Brett Borger <bxb121@***.EDU>
Subject: Re: Aptitude Edge ad Sorcery (Sorcery adept Incompetence)
Date: Tue, 25 Nov 1997 14:50:38 EST
> Really quick point. When you roll force dice, you are making
> a sorcery
> test, correct. you are not, as an aptitude/incompetence requires,
> making a sorcery SKILL test. Force does not equal skill and vice

This falls into the "spirit vs. letter" of the rule. (Or more
appropriately, what is the intended spirit?)

Following your same logic, an Apt(Firearms) makes shooting easier.
An Apt(Sorcery) makes spellslinging easier. I disallow both, as the
companion suggests. The very fact that the companion says that
implies that my interpretation may be the same as theirs. (But then
again, I'm not always right. There was that one time in third
grade...:)

BTW, snip the posts! And put what you are replying to first!

-=SwiftOne=-
Message no. 3
From: losthalo <losthalo@********.COM>
Subject: Re: Aptitude Edge ad Sorcery (Sorcery adept Incompetence)
Date: Tue, 25 Nov 1997 17:07:40 -0500
At 02:50 PM 11/25/97 EST, you wrote:
>This falls into the "spirit vs. letter" of the rule. (Or more
>appropriately, what is the intended spirit?)
>
>Following your same logic, an Apt(Firearms) makes shooting easier.
>An Apt(Sorcery) makes spellslinging easier. I disallow both, as the
>companion suggests. The very fact that the companion says that
>implies that my interpretation may be the same as theirs. (But then
>again, I'm not always right. There was that one time in third
>grade...:)

Personally, I think Incompetence and Aptitude were some of the most useless
flaws in the Companion (and I disliked a lot of the flaws for various
reasons). Gee, I can take the skill with a moderate rating and a +1 T#, or
I can take it at a lower rating, showing a lack of ability. Why add
something to the system that really improves nothing and adds headaches?
Just think about a character with a Sorcery of 6 or higher, and
Incompetence. Make *any* sense at all? Which characters would have
incompetence? Those that you could just give a lower *skill total* in the
first place. And trying to dodge around and make it a 'free bonus in
points' for an adept is a bad case of rules-lawyering. Any SR players I
know who suggested this would het thwapped soundly with an olive loaf.
Sorry about the rant, and it's more in general than directed at you.


losthalo@********.comGoFa6)7(Im6TJt)Fe(7P!ShMoB4/19.2Bk!cBkc8MBV6sM3ZG
oPuTeiClbMehC6a23=n4bSSH173g4L??96FmT1Ea4@*********************
4h7sM8zSsYnk6BSMmpFNN0393NHfsSLusOH5Whileyouarelisteningyourwillingat
tentionismakingyoumoreandmoreintothepersonyouwanttobecome.

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