> Both of us are, of course, assuming the Shaman isn't becoming a 'one-
> trick 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).
One trick pony shaman are a bad idea - more so than any others. They can't improve their spirits - at least not the one described - and therefore need to capture new ones. They also need to do this during play or they're might 12 - not much good. So they need decent summoning/combat/bargain/tradition knowledge/binding abilties.
As to the original problem, what level of opponents are they facing? If the spirit has a mastery and the opponent doesn't, the two bumps a hero point will give will win 90% of exchanges. But if the opponent has a mastery advantage, even the hero point will only even things up. Given most starting spirits are under the mastery level, a couple of opponents with mastery level resists may soon change his mind - losing 40APs ain't as much fun as winning them.
> This is very dubious
> roleplaying, if so, a shaman should do more than just cast lightning
> bolts.
>
Absolutly - Shaman are definately best as 'roleplaying' characters. They're probably the weakest of the magic types, although the most varied, but are a lot of fun played well.
Cheers,
Graham
-- Graham Robinson The Stable Yard - Internet Solutions gjr_at_... http://www.thestableyard.net
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