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Mailing List Logs for ShadowRN

From: "Jason Carter, Nightstalker" <CARTER@***.EDU>
Subject: Magic stuff!
Date: Fri, 16 Apr 1993 12:57:10 -0700
Doctor Doom,
I'll have to agree with Matt Murray and Nightfox. Your rules make combat
spells more powerful (something that is not needed) and makes the force of any
non-resisted spells illrelavent. Also being an initiate shouldn't make you
better at brute for spell casting the way you propose.
I also am lead to assume that you don't understand the implications of the
Centering Metamagic power. This is basically a finesss skill for initiates. By
using it they can increase the power of thier spells anyway they want. You can
gain extra successes on the force test. You can gain extra successes on the
drain test. You can _reduce_ modifiers to your success test. The last one is
nothing to discount. Do you like the idea of the seriously drained mage casting
spells like he hasn't been touched? Do you like the idea of a mage casting a
spell like you and ignoring the fact that you have partial cover? IMHO
Centering is enough reason to become an initiate all by it's self!
Then there's Shielding. A couple of shielding dice makes an easy kill into
the classical hunt for sixes attack. I won't even go on about the other
Metamagic powers.
Also, I believe more than once people have asked the question, "Just what does
the magic attribute count for anyway?" I also remember sending a list of at
least six different things in SRII that are depended upon the magic attribute.
Now this is not meant as a flame, but you seemed to have overlooked these
things. My personal advice is even if you use SRI, incorporate SRII magic into
your game. It's alot more balanced, infavor of the non-magicians.
I would also like to say I like Nightfox's suggestion on initiates and area
effect spells. And lastly I want to ask a question that has pestered me for a
long time, "Why doesn't the magic attribute affect summoning in any way shape or
form?" The way the rules are written, you can make a conjurer adept and savage
your magic attribute as long as you keep 1 point around (and you can't lose your
last point of magic unless you put in too much cyberware).

See Ya in Shadows,
Jason J Carter
The Nightstalker

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.