Ninjabunny wrote:Ok most of the points you brought up can and should be handled at G.M and players discration. If A rule makes no sence change it or twick it till it makes sence and fits in to game context.
Stopping in the middle of my once-a-week game time to argue rules with my GM, the other players (or maybe my players, if I'm the GM) is not on the top of my hit parade of happy-time activities.
Ninjabunny wrote:As for casting spells Palladiums magic works better then any other system.
Oddly, I view PB' magic system as the most incohate, random, and undefined that I know of.
Shadowrun, Ars Magica, Hero/Champions, Exalted, D&D 3.0 and 3.5, even AD&D 1.0 and 2.x; all of these RPGs possess magic systems that are developed and defined far better than PB' magic system.
Please read all 34 pages of
Stacking Magical Armor to see just one example of an unreasonable gap that appears in the rules and just how
emphatic people can get about it.
Ninjabunny wrote:I remember D&D you had a set amount spells you could cast, that drove me nuts why should I be able to only cast two spells at first level that makes me useless as a magic user
Because those were the rules?
Whether the magic system rules create useful or useless magi is completely separate from whether the magic system is well-described and logically consistent throughout.
And the "Dying Earth" magic system used for the first Dungeons and Dragons (invented by Jack Vance) was really meant for an entirely different type of fantasy environment than people actually used.
Yes, there are spells and mechanics in the all the D&D editions that are not perfectly explained. WotC doesn't seem to work on this much.
FASA and FanPro have been especially good, IMO, about providing both continually updated errata for their various core rulebooks (their errata files are posted on their website and even mention what printing of the rules new corrections were made in), as well as updates to problem spells.
Of course, Shadowrun's magic system is considerably more complicated than Rifts'.
Ninjabunny wrote:As for TW simple put there are negtives to makeing those new cheap CHEATING devices you brought up It's called the G.M.
My point was that if the GM must personally and continually make arbitrary rulings to correct player activities that are in accordance with canon rules, there is something wrong with the ruleset in the first place.
The rules should not allow player abuse from square one. The TW Item Design rules allow for many small one-carat gem to make up the carat requirements for each gem-type. Large-carat stones are hard to find and are justifiably rare and expensive. It is much harder to justify rarity and expense in smaller stones, and if the GM tries to enforce it anyway, the GM looks silly and petulant. Players don't deal with that well.
Ninjabunny wrote:I really fell the G.M and players can smooth out any bumps in the game you can make fun it and sence.
Over and over and over again?
Ninjabunny wrote:Don't get me wrong the game has alot of thing that leave me confused but I do the old House rule trick, It's the greatest weapon a G.M. can have.
Every time a GM pulls out a house rule that a player didn't know about in advance . . . POW! The player is sent reeling.
I created a mage in Shadowrun recently, with plenty of Sorcery and Conjuring so he could both cast spells and summon elementals.
In SR, once an elemental is summoned and bound for X services (services = summoning test successes - 1), it vanishes, off to "somewhere else" (the metaplanes) until the mage actually wants to use any of the services earned. A mage must expend a special action (Exclusive Complex: basically, a full-round action) to bring the elemental back.
However, in the middle of the campaign (not the game, the campaign!), the GM pulled out a "special house rule" that elementals
never go anywhere and remain by the side of the summoning mage (dematerialized in Astral Space, but fully visible to anyone looking into Astral Space, which is any police-mage who happens by).
This matters because in San Francisco 2063, where we were playing, it was illegal to possess or use any elemental, foci (magic item), or spell with a rating of higher than 3. (We had them and used them, but we were careful about where and when.)
So, I had been walking around
for half the campaign with a rating 4 air elemental following me around everywhere I went, including highly secure facilities, buildings with Astral Barriers around them. It would have been a 10,000 nuyen ("credit") fine and a year in jail offense!
Thanks for letting me know that one! Yuppers! Yes Sir!
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With PB' rules in general, there are
so many things that have to be house ruled that the players aren't going to be able to remember it all.
They're going to make mistakes, the GM may well make mistakes, and this causes problems all the way around.
Ninjabunny wrote:[...] as I stated earlier I just think the game is fun and yes it should make sence.
I also believe that PB' RPG rules (for magic or otherwise) should make sense, and that by making sense, the whole Megaverse experience would be more fun.