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> Magic Stat, who has magic at 2 or 3?
Stormdrake
post Oct 30 2007, 06:14 PM
Post #26


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Honestly I have never had a player take anything below a six in magic at chargen. Granted most of my players grew up on 2nd or 3rd edition SR so their views of what was done to magic in 4th ed is pretty unflattering.
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Ravor
post Oct 30 2007, 11:35 PM
Post #27


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*Shrugs* True, but remember that with the exception of Adepts everything got hit with the "Old Six = New Four" stick, personally I like it, but then again I don't like rolling bucketfuls of Dice either.

Of course I do use a house-rule that makes it not quite as painful for Mages to load up on implants as well so that too helps encourage smaller Magic Stats.
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Fortune
post Oct 31 2007, 12:02 AM
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QUOTE (Ravor)
Of course I do use a house-rule that makes it not quite as painful for Mages to load up on implants as well so that too helps encourage smaller Magic Stats.

Details?

I suspect that it is something like losing Essence reduces the character's maximum Magic rating, as opposed to the current Magic rating, but wouldn't mind knowing for sure. :)
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Ravor
post Oct 31 2007, 12:19 AM
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Yeah basically, although I also put a hard cap on Magic as well, normally it's 6 ( 9 ), but I allow an edge that boosts it to 7 ( 10 ). (The Edge can only be bought with Karma after Initiation.) The hard cap ensures that there is at least some cost to implants and the way of the burn-out is still possible.

It also serves as a reminder that metahuman Mages are still at heart flesh & blood creatures of the physical realm who dabble in a much larger, deeper, darker, and frankly scarier realm then they oftentimes allow themselves to realize, and no amount of mystical wisdom gained from multiple Grades of Initiation is ever going to change that.

But then again, in my games Immortal Elves either went to asleep like the Dragons or turned to some really dark and scary mojo in order to keep thier local Mana Field at a level to sustain themselves.
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