From: | David Buehrer <dbuehrer@****.ORG> |
---|---|
Subject: | Re: Physical Adepts |
Date: | Mon, 21 Jul 1997 11:38:12 -0600 |
|
| So I decided to do make buying a magic point worth of physical adept
| abilities 15 karma. Flat rate, no changes. (Umm, that's about two runs for
| my game, what with individual karma awards.) This does not change the
| physical adept's actual magic rating.
|
| If he wants to initiate, the cost for grade 0 is 18 (less if he takes an
| ordeal/does it with a group.) Each additional grade of initiation costs
| (6+(next grade)*3)-15.
Why the -15? For each grade of initiation he's getting some pretty
good metamagic abilities.
| A physical adept may only initiate to a level equal to the number of magic
| points worth of powers he has -6 (i.e., his initiate grade is limited by
| the amount of magic points he's bought.)
So if a physad that's purchased 2 extra points of physad abilities can only
initiate to grade 2 (just to clarify).
| I believe that this would make physical adepts a little more interesting
| and playable without overpowering them.
I like the idea of PAs being able to purchase more points to spend on
abilities, but I think you should keep the initiation rules is. If a
PA purchases extra points, and then later initiates, then he should
get the points gained for that too (a PA purchases 2 extra points for
30 karma, then initiates over time to grade 2 increasing his Magic by
2 and gets another 2 points to spend on PA abilities).
An easier way may be to allow Physads 1.5 PA Points per point of
Magic. And if a player makes a Priority A Physad, he gets 2 PA
Points per point of Magic (this one has never been tested, just an
idea that rolled out of my left ear).
-David
http://www.geocities.com/TimesSquare/1068/homepage.htm
--
"Creativity is allowing yourself to make mistakes. Art is knowing
which ones to keep."