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Mailing List Logs for ShadowRN

From: Tobias Berghoff <Zixx@*****.TEUTO.DE>
Subject: Re: [SR3] Karma and Attributes
Date: Mon, 28 Jul 1997 18:39:00 GMT
on 26.07.97 vanyel@*******.NET wrote:

v> I feel that since it's the sammies that tend to increase their attributes
v> the most, that it's fine by me if they get stuck paying more than mages
v> because a spell lock can be turned off. At least their cyber/bioware can't
v> be grounded through. It all has its ups and downs. I would also rule that
v> Physads can't turn of their increased attributes, either. Thus, they too
v> would get stuck paying the higher cost....which is also fine by me for the
v> same reason.

Well, I don't think thats o.k. You are right, the fighters (Sams, Mercs,
Physads, etc) *have* to increase their attributes the most. If you would
make that more expensive to them, they would fall back behind mages as the
game developes (this is already happening in SR, anyway). It's not that
much fun anymore, if a 100 karmapoints mage takes down three fighters of
the same karmalevel without even starting to sweat.

You can keep control of the skill/attribute/spell/whatever ratings by
simply letting the GM decide whether the char can increase it or not.
Works just fine in our group (O.K., you need a non-asshole GM, but if your
GM *is* an asshole, it's no fun anyway).

Tobias
## CrossPoint v3.1 ##

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