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<blockquote data-quote="Nowhere421" data-source="post: 4279214" data-attributes="member: 67171"><p>Thank you very much for the response ValhallaGH ^^</p><p></p><p></p><p></p><p>Alrighty, 1001 Nights is gone. As long as my drunken/stoner mages pass, I'm happy so no big loss there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p></p><p>Duely noted. What steps can I take to balance out Defend, Charm, and Move (haste)? Should I just remove Move (haste) alltogether?</p><p></p><p></p><p></p><p>Much thanks ^^ For the record, I have no intention of negating their powers (at least, not more than once or twice). It kind of defeats the purpose of playing a spellcasting character and just plain isn't fun. I can't tell you how many Mage: the Awakening games I gave up on in frustration because the Storyteller kept trying to prevent us from using magic.</p><p></p><p></p><p></p><p>I already got that covered; one of the things I'm going to stress to the players is that just because they can travel to another dimension on a whim doesn't mean that their enemies can't do the same. Also, in my game Gaia is a pretty dangerous place, so travel there without proper perperation or forethought is a risky venture.</p><p></p><p></p><p></p><p>Alrighty, no Afflictions for anyone save for those who have the proper feats. So, should I hang on to the Movement Specilization feat? Also, I've been thinking of introducing a few new Affliction enchanments that impose a penalty to skill checks, attack rolls, and saving throws; does this idea have merit or is it potentially more trouble than it's worth?</p><p></p><p></p><p></p><p>Thanks for the encouragement and your time ^^</p></blockquote><p></p>
[QUOTE="Nowhere421, post: 4279214, member: 67171"] Thank you very much for the response ValhallaGH ^^ Alrighty, 1001 Nights is gone. As long as my drunken/stoner mages pass, I'm happy so no big loss there :P Duely noted. What steps can I take to balance out Defend, Charm, and Move (haste)? Should I just remove Move (haste) alltogether? Much thanks ^^ For the record, I have no intention of negating their powers (at least, not more than once or twice). It kind of defeats the purpose of playing a spellcasting character and just plain isn't fun. I can't tell you how many Mage: the Awakening games I gave up on in frustration because the Storyteller kept trying to prevent us from using magic. I already got that covered; one of the things I'm going to stress to the players is that just because they can travel to another dimension on a whim doesn't mean that their enemies can't do the same. Also, in my game Gaia is a pretty dangerous place, so travel there without proper perperation or forethought is a risky venture. Alrighty, no Afflictions for anyone save for those who have the proper feats. So, should I hang on to the Movement Specilization feat? Also, I've been thinking of introducing a few new Affliction enchanments that impose a penalty to skill checks, attack rolls, and saving throws; does this idea have merit or is it potentially more trouble than it's worth? Thanks for the encouragement and your time ^^ [/QUOTE]
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