From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
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Subject: | Initiates, Conjurers, and Minotaur questions |
Date: | Wed, 30 Jun 1993 09:57:05 -0700 |
Your suggestions while simple and effective if used do not address the problem
that we are trying to address. What you are basically saying is that if you
think initiation is too powerful as listed, than don't use it. To me that's
tantamount to having RBB, Virtual Realities, and Shadowtech and deciding that
since parts of them are too powerful that you shouldn't use them.
As fo Metapowers and Initiation, you gain access to all the Metapowers upon
becoming a Grade 0 Initiate.
Tyger:
Yes munchkins can be problems, but I find your approach to be a bit heavy
handed.
Conjuring Adepts and Magic:
Actually part of the magic modifications Huth and myself were pondering included
a slightly radical change to the Summoning rules as presented in SRII. Look up
the Conjuring Drain Table on page 140. Now try replacing the word Charisma
with Magic Attribute Rating. You now have a conjuring system that takes the
character's Magic Attribute into effect. It also removes what I saw as a double
screw; that your conjuring Drain and the dice you use to resist are determined
by the same characteristic.
I find this much more perferable to the system Reverend was forced to do since
it isn't as drastic as multipling force and actually makes summoning easier
for initiates (ever wonder why conjuring wasn't affected by initiation?).
Minotaur:
When and were do you want to test your Quick Res Decker System? I'll sign
on.
BCNU = Be Seeing You
See ya in Shadows,
Jason J Carter
The Nightstalker