From: | Bruce <gyro@********.CO.ZA> |
---|---|
Subject: | Re: [SR3] Drain and other magic gripes |
Date: | Thu, 3 Jul 1997 13:55:22 +0200 |
>OK, survey question #2 (following up on the Pet Peeves thread):
>
>Many people have suggested setting Spell Drain TNs back at Force instead of
>F/2. What do people think of this? Please remember, I need to know WHY you
>think the idea is good or bad.
>
>Steve K.
>
>>>>>>>I want back Jonathan Hurley up on his suggestion of going back
to the
use
of the sorcery skill as the t# to resist hostile magic. This would
represent the skillful application of magical power rather than the
current "raw force" approach. The force of the spell will then be used to
determine the number of dice rolled and of course the drain code.
Speaking of Drain; Straight F drain codes are a better idea if you
use the above idea (resisting vs. sorcery skill) as the more
expierienced mage is going to impose some high t#. This makes
slinging even minor force spells very dangerous and will take the
emphasis off the force 6 manabolt kills trolls attitude most mages
i've played with seem to have.
A further suggestion is to base the magic pool on the current Magic
rating of the character as this will throw magicians even deeper into the
karma hole, (where they belong IMO) having to spend karma on improving
sorcery skill getting initiated and on learning spells.
One more thing that I've mentioned before. It would be nice if FASA
gave a sense of mysticism to their Magic rules. The flavour is
currently very scientific and calculated. I would like to know how
rare certain spells are, and thereby limiting acces to them, what the
metaplanes look like whats there and who chars are likely to meet
there. It looks like FASA is afraid to tread on quasi-occult ground
to make their system more engrossing. Please take a look atgiving
magic a deeper more mysterious feel. Thats me. Thanks<<<<<<<
>>>>>>BRUCE
"Dont hit me, I just drive the car!"
-Sharkboy, our Rigger to peeved razorgal<<<<<<<