I'm running a game of Shadowrun using Wild Talents and am modelling the different aspects (Magic, Cyberware, Adepts and Martix/Cyberspace) using WT miracles with required extras and flaws depending on the power type.
The players all love the setting and system, except for the Shaman, who doesn't like how magic has been converted over. A big part of the problem is how I've handled drain - feedback magicians can take when channelling magic.
Drain: The effort of manipulating mana can exhaust or even injure a magician. As mana is a form of energy, channeling greater quantities of that energy may strain the body and mind. The effect of this strain is referred to as Drain.
Here's how I modelled it in WT to begin with.
NEW FLAW: Drain (-1): Every time you use your power, you take a point of Shock damage to the torso (or whatever counts as your core hit location).
Based on feedback (the player doesn't like rolling and when magic is unsuccessful but even more, he hates taking damage each time he uses his powers), I've come up with the following work around.
I wanted to try and find a One Roll option, but couldn't figure out an elegant option.
NEW FLAW: Drain (-1): When you roll dice for a power with the drain flaw, each loose die of 6 or higher (called Flare) inflicts a point of shock damage. This damage is summed and can be resisted by a Command + Endurance roll in which each point of width reduces the damage by one. All shock damage received from drain is applied to the torso (or whatever counts as your core hit location).
I'd love any thoughts or suggestions.
Thanks!
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cult-of-ore...@googlegroups.com.
To post to this group, send email to cult-...@googlegroups.com.
Visit this group at https://groups.google.com/group/cult-of-ore.
For more options, visit https://groups.google.com/d/optout.
In Shadowrun, the more powerful the spell is, the more likely potential drain damage will occur as the magician manipulates powerful energy.
This is balanced in SR as the more skilled the magician is, the more likely they will resist the drain. It is burdensome and the overhead of SR is why we're not using the system.
I like the second option as it increases possible damage based on the dice rolled (power of spell) and reduces the amount of maximum drain damage based on skill (reducing # of possible loose dice).
It also makes magic much more dangerous for the weak-willed and unskilled...
Anything else I'm missing here?
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cult-of-ore+unsubscribe@googlegroups.com.
To post to this group, send email to cult-...@googlegroups.com.
Visit this group at https://groups.google.com/group/cult-of-ore.
For more options, visit https://groups.google.com/d/optout.
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To unsubscribe from this group and stop receiving emails from it, send an email to cult-of-ore+unsubscribe@googlegroups.com.
To post to this group, send email to cult-...@googlegroups.com.
Visit this group at https://groups.google.com/group/cult-of-ore.
For more options, visit https://groups.google.com/d/optout.