Back to the main page

Mailing List Logs for ShadowRN

From: readle.cr@**.com
Subject: Re[2]: Starting character restrictions
Date: 11 Sep 96 09:08:00 -0400
> can't start with any spells of force greater than their magic
> theory (is this a standard rule?) (didn't use this)

That raises rp problems - I'm playing a street mage who found she was a
mage *after* she became a rigger. She has very little Magic Theory, and
the spells she *does* know, she rote-learned from her teachers.

> can't start with certain spells like Increase Attributes, Increased
> Reflexes, and other "primo" spells that all magic chars always
> seem to get. (didn't use this)

I wouldn't start restricting what spells people can learn, but tis up to
you. (If it helps any, the only one of those that my character has is
Increase Reflexes +1d6, and she hasn't even used it yet.)

> can't /ever/ raise starting attributes higher than one (didn't use this and
> now sixes are the norm and not the exception)

We always played using this, but have recently said that after 100 total
karma you may raise your attributes a second time, up to 1.5 times racial
maximum.

> in the group, including the mages, always are rolling 3 (or more) dice
> for initiative or have power foci (even low levels make a big difference)

We had that problem, so we're consciously restricting Initiative.
*No-one* has over 2d6 initiative on the physical plane, even the big tuff
sammy (who's got 14+2d6). And power foci don't need to be a problem -
just make astral very busy, have a few foci slagged off by astral mages
dumping spells through them, and you'll find that mages start getting a
lot more careful, and only use their foci when they really need to.

Lady Jestyr

I agree that power levels sometimes get out of hand and what not, but
a well played mage whether with foci/locks/munchkin spells or not is a
*MAJOR* tactical advantage to the team that has one(as opposed to the
team that doesn't...I think it mentions that somewhere in either the
combat or magic sections or either the blue or black book(real certain
aren't I? :)). The only way to NOT mhave the mage be a huge tac
advantage is to take all his spells except for say....illusion, and
I'm not 100% sure about that. :)

chris
<Zero length text item>

Disclaimer

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.