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phlapjack77
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...)
Falconer
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.
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