From: | Zebulin Magby <zebulingod@*******.COM> |
---|---|
Subject: | Opinions needed |
Date: | Mon, 21 Dec 1998 17:43:45 PST |
reading this that the campaign is supposed to be a relatively quiet one,
that the main goal is not to be seendoing the job. Theft is the name of
the game, and not Gunfight at the OK Corral(tm).
Apparently the local "art thief" is having some reservations about the
character he is playing (realistically, this is a covert ops specialist
with an art skill). Something about being limited to only 6 points of
essence while the physical shaman can keep gaining Magic points.
<shakes head sadly>
Apparently the both of them were at Shari's and the whole "I want
Move-by-Wire 4 and Cybermancy to be allowed" debate started again. We've
had this several times now. I won't allow it because I feel that they
are game-breakers.
Basically, Move-by-Wire is a game-breaker that most GM's I know wouldn't
allow to save their lives. Can you imagine being stalked by someone that
has an essence of less than ZERO and has a reaction faster than
Superman? What, +8 Reaction, +4 Quickness and Athletics, +4d6 to
Initiative...the list goes on, if I am not mistaken.
On that note, the "Art Thief" defined a game-breaker as anything the GM
couldn't creatively take away from a character. I define a game-breaker
as anything that, well, breaks the game. In a gang campaign, a minigun
would be a game-breaker.
So at this point they decide to start arguing for essence "regrowth" so
to speak. They say if I won't allow cybermancy, then I should at least
allow the "Art Thief" to gain essence to regain his lost essence.
I mean, they want something to regain essence at the rate of 1 point per
five runs or whatever it was. (They wanted to be able to regain essence
like the Shaman could gain Magic points.) So, I don't think that would
be a wise idea, what do you think?
Zeb
______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com