Problems with thread magic - title

Weaving thread to pattern objects or group patterns has been a source for constant arguments in my group since I felt that the advantages gained by such methods were simply too powerful. E.g. a 5th circle warrior acting with the group and therefore receiving boni from his thread magic can easily reach the step numbers for a 9th or even 10th circle warrior for the talents he already possesses, a melee weapons rank of 11 (6+5) will cost him 8,200 (3,200+5,000) Legend Point, whereas a 10th circle warrior would have to pay 37,500 Legend Points to attain the same rank.

In my opinion this ain't fair, therefore I have come up with the following solution:
Threads never add to talent rank only towards talent step.

So what's the difference you might ask, the warrior in the above example will still add 11 steps to his DEX step ?
Sure, but all things relying on the rank of a talent will be treated as if he would possess the talent at a rank of 6, not 11. E.g. the above mentioned 5th circle warrior can only give 6 yards of ground, by using this combat option, therefore he can get a maximum bonus to his physical defense of six, when using the talent knack of parry (AMoB, p. 60) he can reduce his melee weapons rank by a maximum of 6 steps and so on.
This rule also means that threads woven to talents like (all-time favorite) Durability, Sprint and Karma Ritual, which rely only on Rank will have absolutely no effect. Talents like Willforce (whose rank directly adds to the damage of spells) will be effected similarly, but the character can still use the extra steps to resist with Willforce or win a contest of will against a spirit/elemental.

We found this rule easy to live with and therefore have integrated it into our game at the first chance (maybe I should add that we are currently playing "Blades") , because thread magic still offers huge boni (Defense Ratings, most Talents, Wound Threshold, MA) without throwing the game off-balance).

Any Comments ?


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