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> Limiting Spellcasters
Garrowolf
post Oct 19 2006, 03:06 AM
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I know that I'm the one that usually is writing about things that would make magic users more powerful so this may throw people for a loop.

I decided to limit the magic attribute to 9 just like all the other abilities. You can initiate up to grade 9 as well, but you have to reach a magic of 5 in order to take your first initiation.

Physads are not screwed by this because I decided to allow them to gain physad abilities as metamagic. I was thinking about limiting certain physad abilities to metamagic only.
That way there would be a basic and an advanced list.

Part of the reason for this was reading about the increadibly powerful spells that could be generated at force 12 and higher (the posting about the spirit of man). I decided I didn't want to deal with that anywhere in the future.

I was also thinking of limiting Foci that you can use to half your magic rating. Low level foci (1-3) would be fairly cheap and not require strange materials. Above that you get more expensive. The ones with the expensive materials would be able to break this limit but would max out at 8 with anything higher then that would just be plot.
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Posts in this topic
- Garrowolf   Limiting Spellcasters   Oct 19 2006, 03:06 AM
- - Edward   I don’t think your going to achieve your desired r...   Oct 19 2006, 09:31 AM
- - Jack Kain   Wha about an unavoidable drain for overcasting. Sa...   Oct 19 2006, 09:40 AM
- - Garrowolf   I like that idea about the foci. Maybe I'll us...   Oct 19 2006, 09:42 AM
- - Ryu   I remember a suggestion of counting the full amoun...   Oct 19 2006, 10:24 AM
- - Serbitar   QUOTE (Edward) in fact I wouldn’t want to get my m...   Oct 19 2006, 11:23 AM
- - Thanee   QUOTE (Garrowolf) Part of the reason for this was ...   Oct 19 2006, 12:03 PM
- - lorechaser   And to be fair: Getting a magic rating of 10, eve...   Oct 19 2006, 04:56 PM
- - Thanee   Actually, it does increase spellcasting dice. It...   Oct 19 2006, 06:19 PM
- - lorechaser   It does increase by your magic - I was referring m...   Oct 19 2006, 08:54 PM
- - CradleWorm   Actually, I think the best way to fix this problem...   Oct 19 2006, 09:01 PM
- - Thanee   Uhm... You said, with Magic 10 you are still roll...   Oct 19 2006, 09:03 PM
- - Fortune   QUOTE (CradleWorm @ Oct 20 2006, 07:01 AM) Ac...   Oct 19 2006, 09:47 PM
- - Garrowolf   Okay let me put it another way It's not just ...   Oct 20 2006, 08:15 AM
- - Jaid   i suppose you could do that. the main thing that n...   Oct 20 2006, 05:45 PM
- - Garrowolf   Glad you like it. I was also thinking about how t...   Oct 20 2006, 06:51 PM
- - Ryu   The contacts alone are worth a visit, even if you ...   Oct 20 2006, 09:02 PM
- - Wakshaani   You could also go Old School, and simply remove th...   Oct 20 2006, 11:03 PM
- - Jaid   how far back does that go? iirc, it was F/2 in SR3...   Oct 20 2006, 11:42 PM
- - Fortune   QUOTE (Jaid @ Oct 21 2006, 09:42 AM) how far ...   Oct 20 2006, 11:46 PM
- - Ryu   Full force in drain calculation would be as crippl...   Oct 21 2006, 12:50 AM
- - OneTrikPony   Um... Hey, what if we all house rule that damage f...   Oct 21 2006, 03:58 AM
- - Fortune   's alright.   Oct 21 2006, 04:25 AM
- - Thanee   QUOTE (OneTrikPony) Um... Hey, what if we all hous...   Oct 21 2006, 05:06 AM
- - Glyph   You need to keep in mind that Force: 12 spells are...   Oct 21 2006, 05:27 AM
- - Garrowolf   I'm definately not trying to prevent them from...   Oct 21 2006, 06:34 AM
- - Glyph   Yeah, you can potentially do 12 damage with a Forc...   Oct 21 2006, 08:45 PM
- - Frag-o Delux   QUOTE (Thanee @ Oct 21 2006, 12:06 AM) QUOTE ...   Oct 21 2006, 10:05 PM
- - Jaid   QUOTE (Frag-o Delux) What I do find interesting ab...   Oct 21 2006, 10:31 PM
- - Frag-o Delux   QUOTE (Jaid) QUOTE (Frag-o Delux @ Oct 21 200...   Oct 21 2006, 10:58 PM
- - Cold-Dragon   QUOTE (Glyph) You need to keep in mind that Force:...   Oct 21 2006, 11:09 PM


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