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Mailing List Logs for ShadowRN

From: "Wendy Wanders, Subject 117" <KGGEWEHR@******.ACS.MUOHIO.EDU>
Subject: Re: [SR3] Conjuring
Date: Tue, 29 Jul 1997 01:49:52 -0500
You wrote:
> :) I figured I'd get this complaint from you:) I really am against giving
> more dice to the players, but I'm also trying to preserve the use of both
> Conjuring Skill and Charisma, while still getting a system that makes
> some sort of sense. I also wanted to allow the summoning magician a bit
> more flexibility on his summoning (this would mean more to a shaman than
> mage, though). It's not always easy to improve upon something, and I'd
> certainly be more than welcome to input. If you've got any ideas, I'd
> love to hear them...
Sorry. At least I'm consistent! ;) Seriously, though, adding ways to get more
dice for Conjuring can unbalance characters (I recall an experiment where I
allowed a certain Cat shaman to forego the limit of a single spirit of a given
type at a time... bad idea). Anyway, if you really like this approach you've
described, I say just watch how many dice are possible, because one of the
things that makes Sorcery powerful is the number of supplemental dice you can
get to pump into a spell. Without that Sorcery would not outshine Conjuring
the way it does, nor make people cringe the way it does. Characters will get
more successes and be able to call up bigger spirits/get more services, and
that does a lot to game balance imo.

And remember, I'm the one recommended some time back killing Magic Pool (as
it's written now) and using straight Sorcery to give spells force and to
supplement Willpower in resisting Drain. That would basically pull Sorcery
down to where Conjuring is now (kinda the opposite of your approach here).
*shrug* Try out your way, but maybe do a few dry-runs with some fake char's
(or the stats of some existing char's) and see how much it changes them...

losthalo

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