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Apr 25 2005, 02:58 AM
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#76
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
You say no rules to do this. I think there should be at least guidelines to get the power levels appropriate. Other wise new groups will all be old groups with minor changes (including complete redescription of fluff) or compete munchkin monstrosities. Edward |
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Apr 26 2005, 06:48 PM
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#77
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Moving Target ![]() ![]() Group: Members Posts: 179 Joined: 26-February 02 Member No.: 381 |
What I don't want is rules for how to create new rules. There are two rules for creating new rules: - rip off the established mechanics or - create new mechanics and playtest them That's what SR writers do. I'll like them to continue to do that, even when they are creating new spirit groups. Fans may do whatever they want and post house rules on their websites, here or on other forums. I'd like a mechanic for how to create your own mythic spirits, though I have no sensible suggestions for that at this point. That would allow for a huge number of "freak traditions", where the Awakened has a really skewed or creative understanding of their powers. Beyond that the two rules above should be the only ones. |
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Apr 26 2005, 08:48 PM
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#78
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Moving Target ![]() ![]() Group: Members Posts: 179 Joined: 26-February 02 Member No.: 381 |
As stated it is really a matter of taste. Your rationalization makes sense to said point. Hadn't thought of it that way before. Keeping a "centering for combat"-option may be a good idea, but I like the idea of centering as ritual magic. Some possible options: 1. Centering takes 1 turn per every second die in the Centering test. With A. as the combat centering option. 2. Centering takes 1 minute per every second die added. This limits it exclusivly to non-combat situations, but makes it look even more like a ritual. With A or B as the combat centering option, or possibly both. A. You may center ("power up") before entering a dangerous sitatution adding a "Centering pool" which may be used for the next Magic x minutes or untill every extra success in the pool is used B. Fast (combat) Centering metamagic With option 2. Fast Centering requires one Free action per turn for each die added to the magical test. This reflects that you may sing, dance, speak in arcane languages and meditate (mentally focus at least) while fighting. All other actions will off course be penalized, since the Free action only reflects the effort you have to spend exclusively on Centering. The actual dancing, singing, etc happens troughout the whole turn. Keeping as it is now is of course an option (option 3), but I'd like dancing, singing, meditation, etc to be essential parts of doing magic. It is now, but only for Initiates. IMO it should be what the regular mages do, while the more powerful could do without. Right now I like options 2 and A. best. A powerful fireball with a few seconds focusing is for the Initiate, while regular mages have to spend minutes to do the same. Come to think of it, it might be a good idea to keep the Centering skill for balance reasons. Centering is quite powerful regardless of which of the above options one uses, so it ought to have some checks on it. |
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