QUOTE (Pendaric @ Jul 28 2008, 12:15 PM)

None of my NPC's threats are stupid. There is less of them versus a more of the PC's, stupid equals quick death, ergo boring. Most have at least average to their meta type intellegence usally more.
I didn't mean to say make them stupid, but that they don't know what's coming at them. So for instance, my NPCs might know about one character in the party, but not the rest, and so when that one character brings friends, that's bad for the NPCs because of poor background knowledge on their part. That cuts both ways, of course, but I could certainly see a shaman not anticipating something or other the PCs bring to the fight. Withholding information from NPCs is a great way to make them more managable (from a GM and PC perspective).
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And no, I meant shaman. Hence saying shaman not toxic or toxic shaman.
I don't understand what the concern is then. If you're concerned that the PC shaman can't compete toe-to-toe with the NPC toxic shaman, I'd say that that's okay. That's why they're NPCs. If you're concerned that shamans can't compete with hermetics, well that's a different discussion.
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Quite frankly I want to discuss the grey areas of rule calls and your giving me attitude. Nezumi I expect better from you.
I'm sorry, I honestly didn't understand the question (and still don't).
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As you point out how the ref calls the hazy definitions into concrete guidelines for his players change how powerful shamans are. In this case toxic's can become vastly more powerful. As a threat NPC so what? Internal realism of the game integrity and game balance are directly effected. ~I work damn hard at making these two factors work harmonously and my player respect my integrity for this. To casually say, "well their the bad guy so it does not matter".
Is a breach of trust to players.
My point is that ultimately, it comes down to whether toxics can have multiple spirits, or multiple spirits of the same type or not. Mechanically, that will be the only REAL difference, since when they do that, there are any number of explanations as to why. My general ruling as a GM, when the rules are ambiguous, is to err on the side of giving them more power, because it gives me more to work with in making interesting challenges.
So for instance, the party is running against a toxic in a cool ship battle. As the party attacks him, his water spirit who has been told to gaurd him comes into play. In the next action, he summons a second water spirit.
Now, whether he can do this or not is precisely what the thread was started to answer, and I'd rule 'yes' (for the reasons above, although I may change my mind later). It sounds like you're asking 'how', and I would argue it's fairly irrelevant. The easiest answer is, he summoned it a while ago on another body of water and it's just been floating around with him. It seems quite reasonable for him to do that (since having two spirits available is clearly better than having one, and it only requires a small hop to get to another body of water where he can take advantage of that). I'm sure I could come up with other answers if pressed. Generally players don't get bothered that I don't have the time to sit down and think how a character will go out of his way to maximize his advantages, it's simply assumed that a character will do this.
Now granted, if the argument was that he had been restricted to one domain the entire time, it would be a problem. Like the initial post pointed out, he has to change domains to keep this going. And if I had previously ruled the entire Atlantic Ocean is one, single domain, it's a tricky situation. I could see my having said in the past to a PC shaman that it counts as one domain (because, from his point of view, it is - his spirit can travel to the other 'little domains', but he's still stuck to only one spirit at a time, so that's the easiest explanation even if it isn't actually the paradigm I run by). That could bog down the game if they demanded an explanation about how all of the ocean is one domain for the PC and multiple for the NPC. But that's a very constrained situation for a very specific rule. In the games I run, I really can't imagine anyone being stuck just 'in the ocean' for an entire day. If the shaman had multiple air spirits at once, that could be way too complex to explain, so I'd probably avoid it just so I don't have to spend time explaining everything during combat, but I wouldn't mind the characters breaking into the toxic's lair to find he's guarded by four different spirits from four different domains, and he summons a fifth while they're dealing with him.
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is it still the place for curt reactionary statements?
Oh, it is, however we can do both if you want