From: | Damion Milliken <adm82@***.EDU.AU> |
---|---|
Subject: | Re: Insect Spirits - forget Manabolts |
Date: | Tue, 28 Feb 1995 20:55:51 +1100 |
> If the enemies had no magical backup, they'd often (not always) be hosed.
> If they had magical backup, the magic basically cancelled out and the
> tech/weaponry angle was the determining factor.
I too find this is the case, but usually only if both sides have an
initiate. If one side only has a "regular" magician, then they tend to get
dumped on. I also find that damaging manipulation spells are very effective
when combating enemies who have shielding (base target # of 4, and shielding
doesn't change it).
> Also, from things I've read here in the last week are any indication,
> we may have had higher stats than is common among players (despite the
> only-ever-increase-a-stat-by-one rule), because early on we realised
> the absolute vulnerability caused by having low Willpower or low
> Body.
For long term character power, high initial stats (& skills) are essential;
nuyen is relatively easy to come by, karma is rather more difficult to get.
On the other hand, if you play a cthulu type game, where you know you're
doomed, then quick cash makes for superior beginning characters. It's all a
matter of taste I guess.
> It's pretty unusual to suffer a Force 6 spell, so having Willpower of
> 5 or 6 goes a _long_ way to protecting you from magical attacks, too.
I generally find that at least a force six spell is neccessary to even come
close to affecting shadowrunners, due to sheilding. After shielding dice
have been allocated in my teams, most runners have the appropritate stat
(Willpower or Body) of at least 8. If an opponent magician doesn't have
spells of force 6 or greater, then they just end up wasting their goes and
providing yet another prime target for the sammies ("Geek the mage!").
> BTW: welcome back, Damion!
It's good to _be_ back.
--
Damion Milliken University of Wollongong e-mail: adm82@***.edu.au
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