IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3  
Reply to this topicStart new topic
> Balanced Spirits, Making OP spirits more equal?
phlapjack77
post Jun 20 2011, 03:40 PM
Post #51


Runner
******

Group: Members
Posts: 3,473
Joined: 24-May 10
From: Beijing
Member No.: 18,611



QUOTE (Makki @ Jun 20 2011, 08:48 PM) *
from this forum, somewhere
When Summoning a spirit:

I like it ! A little tweaking for personal taste maybe, but overall it seems a great idea. I would add a bonus +1 (?) for Spirit Affinity (I keep coming back to this Quality, not sure why...)
Go to the top of the page
 
+Quote Post
Falconer
post Jun 24 2011, 03:03 AM
Post #52


Neophyte Runner
*****

Group: Members
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



I agree with having spirits resist summoning with edge for force higher than magic rating.

Magical guard is nice, but not really the end/all be/all some seem to think it... a goodly portion of the time it's not much on top of the teamwork tests. Though it is nice to have be able to lend out a spirit to provide counterspelling to remote parties (or security guards when there isn't a wage mage on staff).


The bigger problem I find is the skills. I've played in one game where all spirit skills were simply capped at 6... this helped keep high force dice pools down, but I believe a better answer would have been simply use force/2 for skill ranks. (force 6 spirit... then only has 3 counterspelling dice... similarly is only tossing about 11 dice on an attack.. a force 4 is about as effective as a rating 3 mundane... 3 skill + 3 attribute)



As far as the first portion... possession as a general rule is just whacked. It was poorly written and balanced.

Guardians don't really have anything outside of better than average materialized bonuses. The ability to use weapons is nice for possession types... possess the guard with a spirit which can actually use automatics with his SMG... but then you get into the whole problem of you could just use a ranged elemental attack right away with no drain. That said, they are purely combat monsters... they lack a bit when it comes to utility powers.

Task is problmatic with the whole any skill available when you need it. Skillwires have reasonable limitations on them but just summon a task on the fly to do things for you is problematic.
Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th April 2022 - 08:28 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.