To be fair to the player, I think that he was trying to understand what he could do. Rules abuse comes later. I understand your thoughts about wordage, but wordage doesn't matter since I am using the list method.
>> 1b. Does it seem logical that a starting shaman will only have one-use
>> fetishes? I allowed one to be 3/day and another to be 1/day.
>
>If you read the listing, Shamen can refil their Fetishes more or less
>readily. Also, the starting shaman may be relatively new. They could
>be fetishes provided by his teacher... He could always try to rebind or
>reenchant them, to see what neew totals he gets -- of course those 17
>might fetishes he gets at start may tear apart the nascent shamen...
>But a 12 could probably be rebound easily.
What I read is that Animists can refill their fetishes between adventures. If you have other information, please provide location so that I can look it up. I agree/assume that the more powerful spirits come from a mentor.
>> 1d. It seems that integrated spirit abilities are a lot less useful if
>> using Might/10 (1.3 for the ones in 1c. above). Does this seem right? My
>> solution was to allow integrated spirit abilities to be bought at target
>> number 13 during list of ten character creation, just like any other listed
>> abilities. Any comments?
>
>No, they are a new ability. And should start at 13 just like any
>other. I think this is covered in the Advanced magic and the Animist
>section at length, which I admit, you may not have access to.
I have access to it. The Animist Character Creation section does not mention this starting at 13. I was extrapolating from the character creation rules and misreading the Might/10 of passion spirits to apply to all spirits.
Thanks for the response,
Andy
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