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I have always cast my vote with the systems that don't create some arbitrary 'balancing' factor against spellcasters, such as Ars Magica and RuneQuest. The same would go for psionicists and supers as well. Those who have powers (magic, telepathy, mutant abilities, etc.) are simply superior to Mundanes. Creating an artificial system to handicap those characters (higher skill costs, restricted equipment, having to wear a pointy hat) is simply asinine. There is never any good reasoning behind it besides "we have to do this so that the player who chooses to play a fighter won't feel bad because the mage has more powers." Tough. Shouldn't play a straight fighter then. I never saw any problems with magic vs nonmagic in RuneQuest, wether I was playing a sorcerer, a priest, or just a guy with a few battle magic spells. You do what you do. If you don't like playing that character, then play a different one, not take power away from someone else. As for armor, all armor restrictions are simply artificial attempts to handicap a spellcaster. You can justify it any way you want, but that's still all it is. Same goes for Supers, but you don't lend any credence to the player who is playing a normal and is complaining that the mutants have too much power - they shouldn't be able to use certain equipment, like airplanes or armor, because they have superpowers. Why listen to the same argument when it concerns spellcasters / telepaths? In a point-based system, the point is moot - you get what you pay for. In most other systems, you must pay DP or XP for both the spells and the ability to cast them, and sometimes even the ability to modify and target them. Paying the DP there lessens the DP you have available for other things, like weapon skills and riding skill and such, but many systems (and GMs) aren't satistfied with that, and increase the DP costs for those skills for spellcasters as well, virtually guaranteeing that spellcasters won't ever be good at combat as well. As Denny Crane would say, "Namby-Pamby."
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The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." George Carlin (1937 - 2008) _____________ (92/420) |
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Last edited by Nightshade; November 18th, 2007 at 21:05. |
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The only tradeoffs I really don't mind are encumbrance and minimum INT/POW/CHA. There's plenty of presidence for magic being enhanced by being naked, or nearly naked, for that to make sense the encumbrance penalties to make sense. The minimum INT/POW/CHA stats have the advantage of clearly offering an ingame reason for magic to be rare, but have the disadvantages of feeling arbitrary: why should someone with POW 16 get magic, but someone with POW 15 not have it? I do like the idea of making magic inherently dangerous. Make it so that anyone can dabble in it, but only those who are strong or foolish are willing to risk the consequences. Corum had a nice stab at doing this that read very nicely. I hear good things about the MRQ Elric/Stormbringer take on this, but have yet to read it. |
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I apologize for contributing to that, Jason, but the truth is, threads do spawn side discussion; I can't help but think this was to some extent, inevitable. Unless it was set up so that no one would respond to anyone but you (and how that would be enforced I can't imagine short of our boardmaster simply deleting all ones that did), it was just going to happen.
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I prefer more focused threads (with specific titles) that are easier for searching later, rather than having to remember that X was talked about on page 14 of a particular thread (whose title may not reflect the particular subject). So, from now on I'll just duck out of this thread and answer questions in any new threads, as it'll be a much more useful resource in the future. |
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