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Mailing List Logs for ShadowRN

From: Chris Maxfield cmaxfiel@****.org.au
Subject: Conjurer and Magic Attribute
Date: Thu, 19 Aug 1999 00:13:39 +1000
At 20:41 17/08/99 -0700, Jean-Francois Audet wrote:
>Not totally happy, but if he takes a VCR 2 or an VCR
>alpha 3 it leaves him with at least 2 magic points and
>it means he can still walk around with up to 9
>elemental Force 4.
>Summoning a Force 4 elemental take 4 hours and have a
>Drain 4L physical.

Well that's ¥36K and 36 hours to conjure all those elementals. If you have
a money poor game or even a moderate money game, he'll have to choose
between new rigger toys or re-conjured elementals. :-)

To me, the rigger-conjurer with the 9 F4 elementals isn't game unbalancing
or obviously a munchkin. At force 4, an elemental is dangerous but not
necessarily overpowering. For example, a spell slinger or physad shouldn't
raise a sweat eliminating a F4 elemental, and the spell slinger could
probably eliminate half of the elementals with one manaball spell. Any
mundane character with a good willpower should be able to go face to face
with a force 4 elemental in melee and come out on top. So, in any conflict
against real opposition, your rigger-conjurer should be in danger of losing
from half to all of his elementals. After which he'll need dedicated time
and enough money to re-conjure them again.

On the other hand, if he had full Magic he could have 9 elementals of a
much more impressive force rating. That would be where you'd have to take
care to avoid a game unbalancing character. :-)

>Although, I have no problem to put them in trouble,
>after 10 years GMing in various game.. you know what I
>mean. ;)

And keep an eye on the other consequences of a low Magic Rating.

I think the rigger-conjurer character can be played cleverly, colorfully
and even comically without being a munchkin. If the player does end up only
acting as a one-man SWAT team, I think you have plenty of ways of bringing
him back down to earth. ;-)


Chris

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