[PnP] Magic users
Burton.Choinski at matrixone.com
Fri Oct 20 21:06:44 CEST 2006
I think when we initially started playing the game (way back in '83) we had it so you could only start as a MU if you rolled "trained by MU" on the specials table.
I'm all for toning down some of the overpowered-ness of wizards, to provide some balance to the warriors in the party so they don't feel like the wizard's caddy, hence the "wizard under fire" rule I was trying to nail down.
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From: pnp-bounces at abroere.xs4all.nl [mailto:pnp-bounces at abroere.xs4all.nl] On Behalf Of Wout Broere
Sent: Friday, October 20, 2006 3:17 AM
To: The Powers and Perils Mailing List
Subject: [PnP] Magic users
In the past we used a house rule that there could be no more than two
magic users in the group (of 8 players) at the same time. The other
players had to take fighters or similar non-magical PCs. Secondly, if
you had played a magic user and for some reason needed a new
character (i.e. your MU got whacked), you could not play a MU again
straight away, but had to play a fighter first.
All of this in order to limit the number of MUs in the group and the
idea that MUs could quickly become too powerful.
Since I dropped this house rule, we ended up in a situation where
there are NO magic users being played in the current group. I was
just wondering if others have used similar limits on the number of
MUs in the group.
Wout Broere broere at powersandperils.org
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