From: | Steve Kenson <TalonMail@***.COM> |
---|---|
Subject: | Questions & Answers |
Date: | Mon, 12 Jan 1998 13:00:21 -0500 |
catch-up. Forgive me for snipping most of the original discussion of the
threads in order to save space and time. So. in not particular order:
MY WEB-PAGE:
Nothing up yet, it's a project I work on it fits and starts when I have time.
Right now, it's looking like I'm not going to have a lot of time for the next
few months : )
KILLING HANDS:
Do work in astral combat. Use Unarmed Combat or Sorcery to hit and normal KH
damage. Yes, physads can kick ass in astral combat against opponents they can
reach.
DUAL-BEINGS:
IMHO, astrally perceiving characters DO function as dual-beings; they use
their normal Physical Attributes on the astral while perceiving (SR2 or G2, I
forget which, does state that physical Reaction is used). As folks have
pointed out, astral forms have the advantage of Fast Movement and the ability
to pass through material barriers, while the dual-folks don't.
ASTRAL BARRIERS:
Are opaque on the astral, IMHO. Hopefully to be clarified in the Big Book o'
Magic.
RATING LIMITS:
I'm not quite sure about the concern on rating limits for things like
medicine lodges. Do people have trouble with such things being abused in
their games? After all, a powerful lodge or hermetic library is only a tool;
it doesn't enhance the abilities of its owner, it just permits more powerful
(and Draining) rituals to be performed. I'd be interested in hearing why some
folks feel a limit (apart from cost) is needed.
MANIPULATION SPELLS:
ARE affected by spell defense and shielding, IMHO. I also use the house rule
that you can either Dodge (use Combat Pool) or provide Spell Defense (use
Magic Pool) but not both.
And now back to work...
Take care,
Steve K.