From: | Dave Sherohman <esper@*****.IMA.UMN.EDU> |
---|---|
Subject: | Re: Munchkin Adept |
Date: | Sat, 19 Mar 1994 11:29:09 -0600 |
>In reply to Egil Geir Brautaset .....
> S: Conjuring Adepts will have no ill effects from installing
> cyberware.
>Ok, very quickly. With a magic attribute of 1 you'll have a hell of a time
>trying banish anything. With a low magic attribute you stand on that precipice
>where everytime you get a deadly you risk losing your magic completely. Even
>if you initiate you still won't be able to make full use of bioware as it comes
>off the essence for magic types, pretty soon you'll run out of essence.
Two out of three ain't all that bad, but you can _never_ lose your last point
of Magic to an injury. Why not? You only lose a point to a deadly wound if
you roll your Magic or less on 2d6. You can't roll 1 or less on 2d6, so
injuries will never reduce you below 1 Magic.
My way of solving the problem was to rule that you can't conjure a spirit (or
enchant an item) with a Force greater than your Magic Rating because it
requires dealing with forces greater than your body can withstand for a
prolonged period of time. (If you cast a spell of Force > Magic, you take
physical damage from the Drain for channelling a momentary burst of excessive
power through yourself to establish the spell... Now, multiply that by a
full 3 seconds (assuming 1 action per turn) of excessive power to summon a
nature spirit, several hours of this burnout to summon an elemental, or
several days to enchant an item... There's a good chance of getting One
Dead Mage...)
esper@***.umn.edu