Re: New Wrinkles
Posted: Fri Jan 09, 2015 5:31 pm
Our group's current use of Karma is a mix of rules from different editions.
We kept the karma die for each race the same as 1E (like some others here we thought some races were being stiffed by the 'everyone gets a d6!' rule, even though that would make things a little easier).
We removed the Legend Point cost like in 3ER and 4E, but felt Karma still needed to cost something otherwise they aren't really as special as they should be. So instead, characters can perform a Karma Ritual once a day but it requires a Recovery Test for use. The reason for linking Karma and Recovery Tests is they both rely on drawing magic from the world according to 1st edition, and players can already substitute a Recovery Test to generate a Karma point if they run out and need extra juice quickly (although this rule seems to be removed from 4E?).
This cost system works well for us - players don't grumble about having to use their precious LP to generate Karma, and it still makes them carefully consider when to use and generate Karma (we played a game just last night where one player was low on Karma after taking on two wild Thundra Beasts and was having to decide between using his last Recovery Test to heal his injuries or help replenish his Karma pool). This rule might skew in favour of the combat disciplines who often have more daily Recovery Tests than their magician buddies, but the fighters' talents also seem to need more Karma to fuel them so it kind of balances out.
We kept the karma die for each race the same as 1E (like some others here we thought some races were being stiffed by the 'everyone gets a d6!' rule, even though that would make things a little easier).
We removed the Legend Point cost like in 3ER and 4E, but felt Karma still needed to cost something otherwise they aren't really as special as they should be. So instead, characters can perform a Karma Ritual once a day but it requires a Recovery Test for use. The reason for linking Karma and Recovery Tests is they both rely on drawing magic from the world according to 1st edition, and players can already substitute a Recovery Test to generate a Karma point if they run out and need extra juice quickly (although this rule seems to be removed from 4E?).
This cost system works well for us - players don't grumble about having to use their precious LP to generate Karma, and it still makes them carefully consider when to use and generate Karma (we played a game just last night where one player was low on Karma after taking on two wild Thundra Beasts and was having to decide between using his last Recovery Test to heal his injuries or help replenish his Karma pool). This rule might skew in favour of the combat disciplines who often have more daily Recovery Tests than their magician buddies, but the fighters' talents also seem to need more Karma to fuel them so it kind of balances out.