Magic House Rules, Enhancing Flavor, Removing Problems |
Magic House Rules, Enhancing Flavor, Removing Problems |
Dec 30 2010, 06:22 PM
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Moving Target Group: Members Posts: 372 Joined: 2-March 10 Member No.: 18,227 |
Here are some house rules which I'm considering using. I'll try to explain my reasoning for them; if the rules suck, or don't match the reasoning, please let me know. Thanks.
Default = SR4/20A. - - - Removed:
Moved:
Added (from Street Magic):
Indirect Combat Spells - You can create a version of these with a range limitation of 10 yards to reduce the drain by -1. (Why: I want to encourage the use of Indirect combat spells. I'm not sure this is sufficient.) Direct Combat Spells - This fascinating branch of magic is actually a hybrid of ritual and tactical spellcasting. These special rules apply:
Critter Form:
- - - - - - I think these changes handle all the problems I've seen crop up both in theory and in practice of playing Shadowrun 4e. If I've missed anything -- including problem spells in the core book, or not importing a super-awesome spell from a splat -- please let me know. Also, I don't have any particular rules changes in mind for Adepts, as they haven't been much of a problem in my limited experience. The option of allowing +1 PP in place of a Metamagic seems fine. Thoughts? Thanks, -- N |
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