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Mailing List Logs for ShadowRN

From: Bob Ooton <topcat@**.CENCOM.NET>
Subject: Re: No mage bias?!!! (Was: potential ...)
Date: Sat, 22 Apr 1995 01:17:04 -0500
>And, while I grant that there are exceptions to my observations (riggers in
>T-birds tend to be pretty nasty power-wise), magicians tend to have the
>advantage as far as ability and effectiveness goes. [Generalisatins again,
>gee I'm naughty aren't I Bob? :-)]

(still anxiously awaiting ritual samples from Australia...)

>As far as role-playing goes, well, I won't delve into that... <grin> (But
>suffice to say I agree with Bob - a remarkable occurance eh? :-))

Not really, 99% of the time we agree to argue a topic to death and beyond <G>.

>Well, if you use the _optional_ More Metahumans rule, and the _optional_
>allergies rule, then you gotta expect Metahumans to be more powerful. If you
>use neither, then they are maybe even underpowered in my view. You gotta find
>a balance.

True. A good balance exists in Andy Butcher's character generation system.
I modified it a touch to...

Human mundane = 18
Human magician = 10
Human adept = 12
Metahuman mundane = 15
Metahuman magician = 7
Metahuman adept = 9

I know it's not for everyone, but that system has made many a player that I
know happier with their starting characters. They aren't necessarily more
powerful, but they aren't _forced_ to be weak in any area, either. I
recommend this system to anyone who is having probs with power levels. Dump
the allergies and everything's cool. Add allergies and it (and the base
system) start to get out of hand. Allergies, if at all possible, will not
be in my campaign. And if they are on some existing characters... then
they'll pay for them. All it takes is one guy to see that a silver blade
did a number on a runner to get the word out on the street. Suddenly
everyone who has to deal with the guy is carrying silver bullets or somesuch.


-- Bob Ooton <topcat@******.net>

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