From: | losthalo <losthalo@********.COM> |
---|---|
Subject: | Re: Calculating Magic Pool |
Date: | Tue, 2 Dec 1997 11:14:12 -0500 |
>losthalo wrote:
>I don't like Sorcery in the equation because it can be increased too
>easily (BTW, in my game it's much harder to increase attributes).
Well, that's your house rule talking, that's a horse of a different color.
In the vanilla rules, they're much cheaper to raise (though I'm prolly
going with the 1st ed rule of only 1 raise allowed to attributes, I keep
lots of 1st ed rules in my games). So Combat Pool isn't really an issue
for me, either, but I can see how in the rules as written it'd be nice if
Magic Pool were based off attributes like Combat Pool.
>Yes, a mage could start with a MP of 7, but he's going to have a low
>combat pool and/or a low body which will balance the scales, IMHO :)
>And it'll be very expensive to increase. Besides, mages use their
>magic pool for augmenting spellcasting, drain resistance and helping
>defend their team mates. That 7 doesn't go far.
It depends. Mages usually are not competitive in attributes like Body
anyway, since that isn't their arena. Same goes for skills, they're
getting creamed by the priority they spend on being a mage, might as well
get a good use out of it, right?
>There's a PC in my game that started with a combat pool of 8 (now
>10), and I've never had any problem balancing that. The mage started
>with a magic pool of 6 and increased to... ah hell. I just realized
>that the player has been calculating magic pool based on his
>character's Magic rating (which is 12 due to initiation, toss in the
>rating 4 power focus and..). Damn, damn, damn, damn, damn.
This makes me think of 1st ed, when all the mages were running around with
rating 8 power foci, 'cause of the price typo... Of course since everyone
had one, it actually balanced out amazingly well... so long as the
opposition had magical support. =)
>Never mind, I've got another problem I've got to take care of
><grump>. (This is the same player that was adding the rating from
>his power focus to the force of his spells. He's not a munchkin,
>just not to... what's the word, smart.)
Ooops. :(
>/ Otherwise, you're getting a Sorcery test to augment the Force dice for
>/ casting, then also getting Magic Pool for defense. More powerful than it
>/ is now.
>
>Aroo? ..wait, are you refering to my idea of adding successes (in
>the form of extra dice) from a Sorcery test to the Force test? I've
>already admited that that wasn't a good idea :)
Hm. I don't think it's half bad, as ideas go for making a Sorcery test
part of spellcasting, actually. Much nicer than everything being Magic
Pool. :) (Dice pools... ewwww)
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