From: | "Fisher, Victor" <Victor-Fisher@******.COM> |
---|---|
Subject: | Re: [SR3] Magical Drain, devolving into Selection of Skills... |
Date: | Mon, 7 Jul 1997 12:32:34 -0400 |
> I don't agree with this...I have always liked that SR didn't flat out
>forbid anything from anyone...with the exception of magical ability after
>character gen, but my point is the sammie should have some other skills that
>have bearing on the game, whether they are electronics, or computer
>skills, or some driving ability, or even negotiation for those pesky
>meetings. That was my point, not that the sammie should not have any combat
>skills.
>
>Victor says:
> I echo Caric's statements. Other than the 'Mage' abilities avaliable at
>character gen, you're not limited by 'fighter' or 'magik user' classes. Newer
>players won't necessarily see the reasoning behind giving their characters
>skills like Driving or Electronics, etc. [and a few powergammers :-{}
><grrrrr> ], so GMs should subtly place them in situations where such skills
>are required. That is if the player responds well to 'expanding' the scope of
>his character. He may like just being from the 'CONAN' school of
>shadowrunning.
>
>'There's Mayhem, and then there's SMART Mayhem!'.