From: | Caric <caric@********.COM> |
---|---|
Subject: | Re: [SR3] Combat Spells |
Date: | Mon, 7 Jul 1997 10:31:31 -0700 |
was
| still able to cause damage. This damage didn't have to go through armor
and
| couldn't be staged down by a body test. This change would make combat
| spells WAY too powerful. If you wish combat spells to act like DMs, then
| make them face the same drain codes as DMs and give the opponent a
| resistance test to resist the damage. Nobody would use damaging
| manipulations if combat spells were this easy to cast and this
devastating
| in power. *Please* don't make that change...
The oponent would still get a resistance test. Combat spells will still
have higher target numbers and heaven help them if the opposition has
shielding. DM's will have lower target numbers, but the opponent gets some
or all of there impact armor. The drain would be high enough that it would
even out. The higher target numbers on combat spells would limit there
effectiveness in comparison to DM's.
| On another note, please consider taking elemental effect spells (e.g.
| fireball and hellblast) out of the combat spell section and making them
| damaging manipulations. Elemental effects on combat spells get kinda
| strange and there's been an endless debate/rant about the "real" drain
codes
| for Hellblast and the effects it would have. Simply moving these
| complicating aspects from one section and placing them in another would
make
| life a lot simpler all around.
This I agree with. Lets keep elemental effects in the manipulation
realm...it seems to make more sense. I know elemental effects on combat
spells tend to be less pronounced, but still.
-Caric
"These pretzels are MAKING ME THIRSTY!!!!!"