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Binding Spirits

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Jareth Valar

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« Reply #15 on: <09-24-19/2133:30> »
Spirits in 6E...
"...because argle bargle, foofaraw, hey diddy hoe diddy no one knows."  :o ::) :P

Shinobi Killfist

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« Reply #16 on: <09-24-19/2205:07> »
I’m on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game.

I agree with this. I would have gone with Magic * 1.5 in total Force of spirits summoned. I'd like to create more space for multiple small spirits as a trade-off for one larger spirit.

Honestly, I'd like to go Magic * 1 to curb oversummoning, but the new way that spirits resist being summoned makes oversummoning less likely to succeed in the first place. (Spirits now resist with F*2 instead of just Force, meaning that your 15-17 dice summoner with Edge at the ready can't reliably drag F12 demons out of the depths hell straight from chargen anymore.)

With the removal of force from spells they should have done the same for spirits. If they wanted to keep it similar to spells use amps to improve them. My belief is outside setting based durability their stats should be in the PR0-2 range without amps and maybe after amps pr4. So you are summoning tanky low rent goons not boss enemies. I’d of had 1/2 magic in spirits summonable and bound spirits would have a severe limit on how much they could amp.

Lormyr

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« Reply #17 on: <09-25-19/1303:43> »
I’m on the other end. I think multiple spirits without binding is a unneeded buff to the most buff part of the game.

To the discerning eye, that is the true issue of binding being gone.
"TL:DR 6e's reduction of meaningful choices is akin to forcing everyone to wear training wheels. Now it's just becomes a bunch of toddlers riding around on tricycles they can't fall off of." - Adzling

 

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