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Mailing List Logs for ShadowRN

From: Adam J <fro@***.AB.CA>
Subject: Re: [SR3] Combat Spells -- Level 6?
Date: Fri, 4 Jul 1997 12:44:52 -0600
At 18:41 7/4/97 +0100, you wrote:
>> Caric throws his Mana Missile at Force 4, adding in 4 dice from his Magic
>> Pool. He rolls 8 dice against TN 6 (NightLife's Will). He gets 1 success.
>>
>> Steve
>
>Just one thing: Caric would be veeeeery stupid if he had learnt the
>spell at level 4. Why not at level 6? costs just 2 spell points
>more, while it makes the spell really deadly. This was a problem in
>my group: every single combat spell was at level 6, and there was no

This is my biggest pet peeve, and I'm in the middle of writing an article
about it for TSS. Characters will 4 or 5 skills/spells at 6, and nothing
lower. I know that everyone wants to make a character that is going to
survive a few encounters, and I can respect that. However, some people
have the attitude that 'If its not useful in extremely obvious ways, its
useless'. The street sammy with Firearms, Street Eti, Stealth, and Armed
Combat, all at 6, and nothing else. Is he so good at all of that, and so
bad at everything else that it doesn't rate?
A real human, most of us, have a TON of skills, too many to fit in any game
description, and all at varying levels. While most of us have several that
shine, we have alot that don't, but still are useful once in awhile. How
come most Shadowrun characters don't?

Well, this has nothing to do with third edition, but :)

-Aj

--
http://shadowrun.home.ml.org \ TSS Productions \ The Shadowrun Supplemental
ShadowRN Assistant Fearless Leader \ WildAngle@******** \ fro@***.ab.ca
-
"Can I have a cup of angst to go with my un-happy meal?" -- Hi & Lois

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