From: | Aristotle aristotle@********.net |
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Subject: | Spell Availability? |
Date: | Tue, 03 Aug 1999 07:29:31 -0400 |
I have recently begun preparation for a new campaign. Since I want the
runners to be "green" I decided to maybe raise some of the limitations
on starting equipment. The only current limitation that I know of is
that the Availability must be 8 or under and/or the Power Rating must
be no higher than 6. For most of the equipment this works out well,
everything has either one or both of these ratings.
I also set the limitation that no character may start with an essence
lower than two.
I went through and saw that (other than power ratings not being able to
go higher than 6) there was no real limitation on spells. Why take
invisibility when Improved Invisibility does the same thing only better?
The only thought I have had is to make Mages take a spell in the order
it is presented. (I.E. you must take Invisibility before you take
Improved Invis.) However I am not sure that is entirely "fair" either.
(NOTE: This would not be a constant, just a rule I would use for
players creating characters for a "low level" game.)
Any suggestions or comments?
Aristotle the Sleeping Op
"Courting Death with black roses and bitter candies."