12-27-2005, 03:20 PM | #71 | |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Technomagic munchkinism at its finest...
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I agree, Fnord. Thanks for pointing it out. |
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12-27-2005, 04:48 PM | #72 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Technomagic munchkinism at its finest...
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in away I miss him, as while his threads don't often com to an "agreement" but it does tend to give you good exposure to a different paradigm of ideas Last edited by roguebfl; 12-27-2005 at 05:00 PM. |
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12-27-2005, 05:15 PM | #73 |
Join Date: Oct 2004
Location: Sierra Vista, Arizona
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Re: Technomagic munchkinism at its finest...
I like technomagic...I wouldn't call Technomancer munchkin at all, any more than I would Mage (for World of Darkness) or Magitech (for Amazing Engine).
Quickest way for me to stop such foolishness (going to Robotech-1 to create a semi-magical mech for use on a TL3 world) on the part of one of my players (assuming that I was foolish enough to allow it in the first place) is to declare Robotech-1 to be on Q3 and similar to Coventry in that it can only be reached by assisted conveyors -- worldjumpers (including ones using magic) simply can't reach it on their own. Not that I would have to worry about such a scenario. It's only munchkinism if it gets out of hand while you are playing it, and my own PCs have enough to worry about thanks to my campaign's magic-using Antarctic Space Nazis without borrowing trouble from an anime series of which I have seen perhaps six episodes (total). (Sorry if my response here is a bit disjointed...it's been a long day and I'm probably too tired to be posting.)
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12-27-2005, 07:19 PM | #74 | |
Join Date: Dec 2004
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Re: Technomagic munchkinism at its finest...
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Though you're gonna want malediction to give the affliction the desired spell mechanic.. |
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12-27-2005, 07:40 PM | #75 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Technomagic munchkinism at its finest...
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Do'h forgot that Affliction (Jumper (world Canon escort, Cannot followm Only to target's Home World) +50%.) Magical -10%, Cost Fatgiue -10%, Skills for everyone +0%, Maldition (1) +100% [27/level] but it does get rid of the proble of the mech's DR 8) |
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