From: | Fade <runefo@***.UIO.NO> |
---|---|
Subject: | Re: [SR3] Drain |
Date: | Thu, 3 Jul 1997 23:19:37 +0000 |
> |OK, survey question #2 (following up on the Pet Peeves thread):
> |
> |Many people have suggested setting Spell Drain TNs back at Force instead of
> |F/2. What do people think of this? Please remember, I need to know WHY you
> |think the idea is good or bad.
I prefer drain at F/2. As a lot of others has allready mentioned,
that way the mage doesn't hurt himself as much or more than his
opponent when he casts a spell. A mana bolt is the same as a
shotgun, more or less, and then it is reasonable that the mage
shouldn't suffer so much drain.
On the other hand, mages' are supposed to be versatile rather than
specialists; in addition to their mental shotgun they can also fly,
make walls, control people, turn into toads, and otherwise do a lot
of fancy stuff. They shouldn't be as powerful in a direct fight as a
samurai.. more like a physad. As it is now a mage can, with a little
adjustments and a few spell locks, become as dangerous as a street
samurai, and far cheaper. So some adjustments might be in order...
An option would be to have each mage choose one area of spells
where he takes F/2 drain, and F drain in the rest.. :)
'pet peeve spells'
Incr. reaction +1 & +3 is identical once on a spell lock. No reason
to ever use +1. (Same goes with the other attribute spells).
Fix: Bonding/quickening cost is multiplied by drain level. (1,2,3,4)
(As if mages didn't have enough karma drains.. tough luck.).
Sleep: Triple whammy: Cheap drain, takes out enemies
effectively, and you can also interrogate the suckers afterwards.
Damaging manipulations - not enough bang for the buck.
(Resisted against lower target numbers and usually more dice.. and
also a lot more drain, makes these spells underpowered compared to
their drain.)
Should it be fixed? No, they shouldn't be as powerful as combat
spells.
--
Fade
"It's better to burn out, than to fade away!"