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From: "Like, dude, where's the firefight?" <MURRAYMD@******.BITNET>
Subject: A few questions, a few answers...
Date: Mon, 18 Jan 93 21:33:18 CET
>Hoi, all. Got a few questions to punch your way. In no order:

All right, I'll take my best shot. :]

>1) What are peoples' feelings about the current balance of power in
> Initiation, under the GrimII rules?

It seems to have gotten to be more powerful with the introduction
of the new Initiated power of Spell Anchoring. I didn't read the rules too
carefully, but with the amount of rules written they seem to have gone in
depth to make sure that it is not too out of balance. (Something that is
quite new for FASA if you have seen earlier editions of SR and other
products!)
But then again, I never really thought all that much of Initiation
to begin with. I've always been a big fan of increasing your Sorcery skill
with all of that Karma instead of dumping it into Initiation. With the
bigger Magic Pools you can huck the bigger and nastier spells easier. Yes,
I know there is Centering, but that is only a good way to make noise or
become more munchkinish.
Yeah, with Initiation you can get some cool abilities, but some
don't seem to become all that useful until you get to level 2+. And with talk
of being able to ground spells through quickenings (Something I'm going to have
to look into I admit) that ability may not be all that hot.

>2) Which cover do y'all like better, GrimI or II?

Grimthingy-something-or-another II. But then again I'm am quite
pleased with everything 2nd ed SR. Those SOBs at FASA have finally decided
to make good rules to go with their good backgrounds. SR has a fascinating
background and the original concept for the mechanics of the game is great.
With SR2 and Goomore2 they have finally cleaned things up!
The only problem I have with the spellhuckers handbook is that the
spell creation rules are a bitch! There are so many little nit noid things
that can apply to a spell that it becomes burdensome. I imagine that once
you have gotten a hold of how it all works it becomes great, but until then
it's kinda like Calculus.

>3) Got a serious spell design question for you rulemongers: one of my
> players made a particularly tight, well-conceived character, a Lion
> shaman, who was to have spells to increase his reaction and strength,
> only when using his butterfly swords, with the swords themselves as the
> fetishes. He would dearly appreciate being able to cast the two effects
> as one spell, even if the drain is heinous. What do y'all come up with,
> under the new rules (or old ones!)... I could use some advice, to see
> if I grok these rules in fullness...

Two place you will want to look: Spell Stacking in the
spellcasting part of SR2 and stacked foci in the enchanting part of Grim2.
Yes, you are looking at some ridiculous drains/time requirements/money/
material.
BTW, what are butterfly swords? I have heard of butterfly knives,
but not swords. Any relation?

>Thanks, fellows!

No problem. :)

>Woodsy, Owl Shaman, and enchanter of the Monofilament Line (grin)


**************************************************************************
* Matt: You shot him!!!! | Matt Murray at the University of Dayton *
* Chris: No I didn't. It | MURRAYMD@******.BITNET *
* was a gunfight. | MURRAYMD@******.OCA.UDAYTON.EDU *
* He forgot his gun.| "Like, dude, where's the firefight?" *
*------------------------------------------------------------------------*
* Star Fleet Battles Battletech Shadowrun Space Marine AD&D *
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