Re: Stacking Magic - and mundane abilities?

From: bigblackcatmail <bigblackcatmail_at_...>
Date: Wed, 19 Nov 2003 18:41:53 -0000

> Player: "I slash at him with my highly augmented sword!"
> Enemy: "Crap! I run."
>
> Player: "Ok, so I run after him, augmented with the following laundry
> list of auto-augments."
> Enemy: "Crap! I climb the nearest tree."
>
> <laugh>
>
> ~Kevin McD

I ran into that as well in my first session. I mentioned to the players that you could augment and they went to town. I wasn't as familiar/comfortable with the rules as I should have been, so I set a couple of precedents that I am still trying to shake (such as using non-concentrated magic as active abilities).

I don't know if it's in the rules, but I generally don't allow players to improvise an ability to provide an auto-augment. I feel that should be in the area of a variable augment, personally. If a player can come up with a good reason why he thinks an ability should auto-augment him, then that's cool. But I generally either yay or nay an augment. It was my own means of keeping the math under control. I didn't relish the idea of taking X, subtracting five and then taking 10% of what's left... The players seem to be okay thus far. It has kept them from getting too out there with augments, and, when they do go out there, they often have a really good reason or narration for why.

Personally, I like Mike's suggestion best. I think I'll be using that in my next game...

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