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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Buying a 6th SA  (Read 918 times)
Mordacc
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Posts: 43


« on: February 18, 2003, 11:54:18 AM »

I was wondering the mechanics for buying a 6th Spiritual Attribute.  After all, it is possible for someone to have all of those qualities at once. Any ideas on how/whether this would work?
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The Riddle of Steel is that you are the weapon.  Swords, Magic, these are only tools.  Your most powerful weapon is the one between your ears.  When you embrace this, you will be invincible.
Shadeling
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« Reply #1 on: February 19, 2003, 12:18:45 AM »

Quote from: Mordacc
I was wondering the mechanics for buying a 6th Spiritual Attribute.  After all, it is possible for someone to have all of those qualities at once. Any ideas on how/whether this would work?


I think you can still have a character embody other qualities, I just do not think you should add a 6th SA. The benefits SAs give are great. Playing them is core to the game. Adding an extra would obviously allow another place to earn points in, but could lead to an upset in gameplay.

If I am not making sense forgive me...I am tired.
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Spartan
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« Reply #2 on: February 19, 2003, 09:14:25 AM »

Quote from: Shadeling
Adding an extra would obviously allow another place to earn points in, but could lead to an upset in gameplay.


Unless EVERYBODY has 6 SAs, in which case I'd say what the heck, go for it.  Letting only one character have 6 SAs might be a recipe for disaster...  All of a sudden, one can buy ones abilities higher and faster than one's peers, which sucks from the POV of the other players.

-Mark
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Mordacc
Member

Posts: 43


« Reply #3 on: February 19, 2003, 09:23:07 AM »

i think that if everyone had a sixth SA it would be balanced, but i also think that what could happen is that someone with 6 SA's would gain their points slower than someone with 5, so if someone had 6 SA's and 1 point in each (6 total), and someone else had 5 SA's with 1 point in four SA's and 2 in one SA (6 total as well), it would stil be balanced.  If that doesnt make sense, basically someone with 6 SA's might have more flexibility but the person with 5 SA's would gain the SA's faster.  Sorry, its early and im tired so im not sure if this will make sense.

Thanks anyway,
Mordacc
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The Riddle of Steel is that you are the weapon.  Swords, Magic, these are only tools.  Your most powerful weapon is the one between your ears.  When you embrace this, you will be invincible.
Callan S.
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« Reply #4 on: February 19, 2003, 05:27:09 PM »

I can't remember the name of that religion on Weyrth, but it allows a SA of 7 for faith. Catch is (apart from roleplay elements), you can never let the score drop below 1, or you loose the ability!
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Jake Norwood
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« Reply #5 on: February 19, 2003, 05:43:59 PM »

That's Fahal.
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spunky
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Posts: 61


« Reply #6 on: February 19, 2003, 06:22:07 PM »

I see dead people...

Sorry.  The problem that arises from having too many SAs is having a character that is "scattered" from a role-playing perspective.  I've actually found that, strictly from an "acting" perspective,  it's difficult coming up with even 5 SAs that I'd like to play; invariably, I'm pumping up the "generic" SAs like Luck and Faith (insert Culture here).  

My other problem is that too many SAs dilutes their importance.  If players have too many slots for SAs, it allows them to create an SA for every situation that comes along.  That may be satisfying from a "gamist" point of view, but it sucks dramatically.   Having your SAs kick in should be a big deal. If you're using SAs every time you roll the dice, they won't be for long.

JMHO.
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Callan S.
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« Reply #7 on: February 19, 2003, 06:24:47 PM »

Quote from: Jake Norwood
That's Fahal.


"Ah, but how can I trust you on that? You consider me a liar! Why! Because I say to you god X is the one true god and you do not believe me! How can I trust you when you treat me as a liar?"-badly done quote from book (missing the gods name, too!)

I tend to remember content more than names! :)

I like that run of logic above. Too easy to get religious fever breathing down your throat!
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arxhon
Member

Posts: 254


« Reply #8 on: February 20, 2003, 02:28:42 PM »

You get a strange bonus for Zaparozhya.

It allows your luck to be 7, but it can never drop below 2.
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Brian Leybourne
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Posts: 1793


« Reply #9 on: February 20, 2003, 03:34:23 PM »

Quote from: arxhon
You get a strange bonus for Zaparozhya.

It allows your luck to be 7, but it can never drop below 2.


That's not a strange bonus at all. It means that you have the same range (2-7 is the same as 0-5) and thus you still only have a max of 5 you can earn/spend, but it's giving you two extra luck dice per session.

Brian.
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Brian Leybourne
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RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
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