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Moving Target ![]() ![]() Group: Members Posts: 584 Joined: 15-April 06 From: Pittsburgh Member No.: 8,466 ![]() |
I have been considering running a SR4A game for a while now, but I have concerns over the Magic system as the game progresses. The reason this is the case is because while Magic can increase without limit, every other attribute is restricted. Since you resist spells with a fixed attribute it strikes me that no matter what happens eventually the Magic characters are going to have a completely different level of ability when compared with unawakened characters. In some respects I don't have a huge problem with this since they do appear to be karma sinks, but at the same time I think it could get out of hand to the point where running the game would be a pain since some of the players could essentially become henchman due to completely differing levels of power. So I was wondering if anyone had tweaked the magic system to avoid this. I have been considering linking casting to one of the mental attributes based on the tradition of the caster, and using centering as a casting pool (sort of) allowing it to enhance the spell or resist drain, so while some powerful effects would be possible you would be paying with pain. Also Magic as an attribute would still be necessary since force would still be governed by it. Anyway I am looking for ideas, I want something that works, because as it stands I don't see how a long running game can survive, and since most of my games last a while, I don't want to get into something that will give me headaches down the road.
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Lo-Fi Version | Time is now: 27th July 2025 - 04:18 PM |
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