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Mailing List Logs for ShadowRN

From: "jeff (no fancy-schmancy name)" <WFREEMAN@*****.BITNET>
Subject: monty haul, skills 10+, etc.
Date: Thu, 22 Oct 92 09:26:44 CDT
Regarding Seth Scott's message, look it's relatively easy to get huge dice pool
s started. I run a shaman I've played off and on for about 2+ yrs. (I created t
he character about two months after SR1 hit the market). The character's "only"
a Level three initiate, but when she casts her favorite spell at force 8, adds
six dice from her sorcery skill, five dice (lvl 3 init. +2d starting) from her
totem, and five dice, if needed, from a power focus (at at 15,000 Y a pop, it's
rare), I wind up picking up 24 dice for one lousy spell.
The only way a sam can hope to keep up with this is to raise his skills as high
as possible. Actually, one of the PC's in my group found another solution- don
't raise skills much at all- just save Karma. At this point, he's banked around
48 karma- thats's 24 automatic successes- and there's a joke about him being a
ble to kill a dragon in one shot with a dull butter knife.
Seth is right about powergaming being easy in SR. It's easy in almost any game
where one plays a character regularly for two years-which is worse; a SR char-
acter with a 12+ firearms skill, a 15th level mage from AD&D, or a 500 point Ch
ampoins character.
The point I'm trying to make is, the PC's should know when its time to go on to
a new character. Otherwise, any campaign can turn into an exercise in powergam
ing.

IMNSHO,
Jeff

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