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Message no. 1
From: Tenkilian jed7466@******.isc.rit.edu
Subject: Quick mages ( was: Re: Problem Player )
Date: Wed, 08 Nov 2000 22:23:19 -0500
Rand Ratinac wrote:
<pins. . er snip >

> Errr, no, not really. At least, not always. As far as
> what I snipped, yeah, you're quite right. As far as
> this goes...well, imagine a Ordinary Joe mage facing
> off against a mage with some kind of reaction
> enhancers. Say OJ rolls one action and the other mage
> gets two. All else being equal, the other mage is
> going to eat OJ alive, because he can cast more spells
> than OJ and he can save his spell pool for resisting
> whatever OJ throws at him. If it's one action versus
> three, it's even more pronounced.

Which is why mixing 'ware and magic is good. But my question is this. . .why would you
ever take the increase initiative +1,+2,+3 die spells at anything but force one? As far
as I can see, increasing force only increases drain. . .or am I missing something? ( I've
never actually played an Awakened char, so I'm still fuzzy on magic ).

~Tenkilian
Message no. 2
From: Rand Ratinac docwagon101@*****.com
Subject: Quick mages ( was: Re: Problem Player )
Date: Wed, 8 Nov 2000 21:27:28 -0800 (PST)
<snipt!(TM)>
> Which is why mixing 'ware and magic is good. But my
> question is this. . .why would you ever take the
increase initiative +1,+2,+3 die spells at anything
but force one? As far as I can see, increasing force
only increases drain. . .or am I missing something? (
I've never actually played an Awakened char, so I'm
still fuzzy on magic ).
> ~Tenkilian

Because the lower the force, the easier it is for the
other guy to break it and leave you high and dry when
he does it in the middle of a firefight.

Say Joe's a combat mage with Increased Reflexes +3.
Base reaction 6, rolling 4 dice, going two or 3 times
a round. Joe's up against the Adept from Hell, who's
sunk almost his power points into Killing Hands (D),
Distance Strike and Improved Unarmed Combat 6 (skill
6). He's got a little reaction enhancement (level 1),
but it doesn't compare. With his base reaction of 6,
he's rolling 8+2d6 and Joe's laughing.

AfH rolls a 7 on his dice, going on phase 15. Joe
rolls a 14, going on phase 20. Joe prepares to blast a
mana bolt through AfH and fry his brains. Suddenly BBS
(Bill the Bastard Shaman), AfH's friend, who's been
holding his action since last turn, dispells Joe's
Increased Reflexes spell easily, because it's only
force 1. Joe instantly drops from 4 dice to 1 die -
his best possible initiative is now 11. Joe starts to
cry as AfH gets ready to pummel him with his Deadly
Killing Hands and 12 dice, plus as much as 6 more dice
from his combat pool...

THAT'S why it's worthwhile having a high force in ANY
spell.

Or buying a Rating 2 Synaptic Accelerator and putting
up with losing a point of magic.

====Doc'
(aka Mr. Freaky Big, Super-Dynamic Troll of Tomorrow, aka Doc'booner, aka Doc' Vader)

.sig Sauer

Can you SMELL what THE DOC' is COOKIN'!!!

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