From: | Wolfchild nathan.olsen@*******.msus.edu |
---|---|
Subject: | Big Bag O' Questions(3) |
Date: | Thu, 15 Jul 1999 17:28:58 -0500 (CDT) |
IOW, don't get mad if the formating makes it look like you said something
that you didn't.
>> 3) Being that I don't like Physical Magicians as they are written (don't
>> like the spellcasting/conjuring and whatnot), what would be a good way to
>> increase the physad's natural abilities for Priority A in Magic? My gut
>> reaction is to give them two points worth of abilities for each magic
>> point. Would that be too powerful? Should it only be x1.5?
>
>You could recalculate the force points gain for sorcerers
>(SR2) from Priority B to A. IIRC it was from 25 to 35. That
>means about 10 Karma points plus a bonus for additional
>power. I'd give that 1 or 1.5 points worth of physads powers
>if a I really had to. I wouldn't allow something like that
>in my campaign. But you could include some more general
>power for an A-adept like astral perception (which would
>count 2(?) points) but can't be used for other powers).
Sorcerers also gain the ability to conjure and access the astral in
addition to the force point gain. That's a hefty increase in magic ability
IMHO. That's why I'd prefer x1.5 at the minimum, perhaps with a mandatory
purchase of Astral Perception.
>> 5) I was making a metahuman physad (SR2) with a gear requirement of about
>> 20,000 nuyen and got stuck.<snippi>
>
>> I created her with A-Race, C-Resources, C-Magic, C-Skills, and E-Attributes.
>> Technically that's against the rules but it seems fair to me and solves
>> the finances problem for the character. Did I miss anything that would
>> unbalance the character?
>
>Try to find someone with the SR companion!
I knew someone would suggest this. We don't allow sourcebooks for
character generation. It helps keep begining characters from getting out
of hand.
>> 6) What do other listmembers use for melee combat with two weapons?
>
>Nothing, so far. There are rules in Fields of Fire, but they're not very
>good IMHO, and at least a bit cumbersome to use.
A house rule we've used here is that fighting with two melee weapons gives
the attacker an effective +1 reach for determining target numbers. The
only restrictions are that the off-hand weapon needs to be relatively
useful in the combat for attacking or blocking (no using a vegetable
peeler to block that troll's combat axe) and the combatant needs to have a
skill of at least 5 in both weapons (or a special skill devoted to the
style of lesser value than her armed combat skill in which case she rolls
the special skill, not armed combat).
Wolfchild - "Discinctaque in otia natus."
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