From: | Nightmare ... tarot0@*******.com |
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Subject: | Armor Spell blues |
Date: | Fri, 28 Apr 2000 19:09:02 CDT |
buster. I knew it before, but when one of my PC's bounced a 14mm round (The
Ares MonsterHammer from the old Shadowland mag., benchmarked at 12M in my
campaign [even after CC]), taking no damage due to her 13(!) points of
Ballistic armor (armor jacket 5, +2 for Form Fitting lv 3, +6 from a
Quickened armor spell), it just made me nauseous.
Now, admitedly, I let this happen in a way. I'd been using FA weapons
against them for some time, which gets around that problem, but this
occurance made me realize that there is a problem with the rules for the
armor spell, particularly because the player, and her teammates, are
developing an invincibility complex, which we all know leads to incredibly
munchineous stupidity in the long run.
Dispeling the spell would suffice in the short term, but she'd just Quicken
another and be precisely within the rules.
So, my question is, how can the armor spell be revised so as to maintain
it's integrity and usefulness without leading to stupid situations like
this.
I've come up with a couple of solutions:
* The armor spell gives both Impact and Ballistic armor, but only at 1
point/2 casting successes achieved.
* The armor spell gives normal armor ratings as described in SR3, but at 1/2
(round down) against Ballistic [this runs into problems with MitS
armor-varients, though]
Does anybody have any good ideas on this situation?
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