> Here's another thought about shamans and loose HP: The shaman is
required
> to spend 1 HP to cement fetishes and 2 HP to integrate a spirit
("Related
> to Session" costs). If the shaman is spending at least 1 HP per
combat,
> then he may have a problem gaining new magic (as well as improving
in general).
Both of us are, of course, assuming the Shaman isn't becoming a 'onetrick pony', with only a couple of spirits/talents, but building those up to huge levels (not THAT huge, though, as the Fetch, who's might equals the best ability, is only 7W). This is very dubious roleplaying, if so, a shaman should do more than just cast lightning bolts.
Wulf
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