Quote:
Originally Posted by Mechante_Anemone
D'oh! I was unclear. I meant that my experience was probably too short. 
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I know that's what you meant. But I'm just pointing out that I, too, have only had limited practical experience.
In the end, I really think that some of the play balance issues (Norms vs. Magick-types, Schools vs. Each other, etc.) probably depend a lot of the GM and players pushing for them. I mean, I can see that in, in theory, the fact that you've got to hurt yourself to get power with Epideromancy is supposed to balance with the fact that it doesn't hurt to charge Cliomancy but it's annoying and slow to get the charges... but in play, I'm guessing without everyone making a point of trying to balance them it probably mostly results in Fleshworkers just being a lot more effective, magickally.
i dunno. whatever. i like the game anyway.
