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> Alternate summoning rules, Just thinking of ways to make summoning and binding spirits 'bette
Mordinvan
post Oct 2 2009, 10:47 PM
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One of the ideas I was toying with involved summoning and binding spirits, included services owed at character generation. I felt a static karma cost per service owed at character gen seemed a little 'odd'. This 'cost' is enough to buy the materials to summon and bind a force 2 spirit, but not much else. That the mage could in Karma gen at least initiate several times buy their magic up a few points and then be owed a couple favors from a force 7-8 spirit for only 2 karma each seemed a little over the top to me. I was thinking of charging 1 karma per force of spirit per service, as this may help prevent characters from front loading services from spirits they might otherwise be reluctant to summon.

I was also thinking of adjusting the cap on the number of Spirits a character can control unbound at a time from "1" to a total force not greater then the sum of their magic and prime drain resistance attribute. While this would allow for more lower force spirits it would be intended to provide a 'reasonable' cap on the maximum force of spirit a mage could attempt to control and prevent someone from going all 'bloodzilla'. I would also change the number of spirits a character could have bound to them so that their total force was no greater then their magic times their prime drain resistance attribute.

Are these changes likely to be broken? If they are would their be a way or preserving their flavor while maintaining balance? Are they likely to under balance summoners?
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