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From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: Re: [SR3] force vs. Force/2
Date: Wed, 9 Jul 1997 16:46:31 GMT
> I'm voting to keep Force/2. Reasoning:
>
> At first, I used F/2. Mages quickly learned what spells abused this,
>
> So I switched to F (I hvae "generations" of characters...whenever I
>
> Mages ceased casting combat spells. "Smaller" spells (Invis,
>
> So I recommend keeping f/2, but revamping the Drain system to prevent
> a mage casting an area effect spell that bypasses armor and targets a
> lower attribute, taking out an entire squad of security, and NOT even
> WORRYING about drain.
Would a +2DL rather than a +1 work. Though i find in practice the
thing that keeps area effect spells in check is the tendency of
fireballs and the like to crispy half the party as well as the bad
guys if the magician isn't careful and with initiation this gets
worse and worse.

> (I don't want to get into the "SMG vs.
> Manaball" argument...I think the power of mages lie in the
> versitility and they SHOULD be weaker in extended combat than
> Sammies.
>
They already are, MGL6 and IPE offensive greandes, makes force 12
firballs seem dcidedly nice, at least you can shield against the
fireball, try living that grenade in anything short of military grade
armour, and thats before chunky salsa gets going. Do beware, brick
walls are barrier 12 and IPE grenades do 15, i have seen some very
terminal accidents involving corridors and this little problem :)

Mark

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