I am wondering why these are Major virtue/flaws? Is it solely to encourage Companions to have all interactions with mundane types? This is the only reason I can think of. There must be some plot reason for making them major, because the game mechanics suggest that they should be minor. The virtues and flaws basically just shift the normal reaction modifier by three in one direction or the other. Other flaw or virtues that shift reaction modifiers by three or impair the character's ability to interact with the mundane society in similar ways are minor. For example the following virtue/flaws are all minor: Branded Criminal, Outcast, Social Handicap, Tainted with Evil, Infamous and Famous. It seems to me that making these two versions of the Gift Major has at least two problems. First, the Blatant gift is under-priced. The new emphasis on the social handicap that accompanies The Gift has already worked to limit the interaction of Magi with mundane society. The Blatant Gift effectively gives lab rats a free Major Flaw. Fellow magi aren't affected and mundanes already are disturbed by "normal" magi, the Blatant Gift only strengthens this feeling. What extra problems does a Blatant Gift having magus encounter that a normal magi doesn't? He is already going to freak the mundanes. He's already going to rely on a glib companion to do his talking. Second, the Gentle Gift is over-priced. The Gentle Gift merely allows a magi to interact with mundanes instead of always going through companions. In return the magus gives up any ability to ever have a Major Hermetic virtue. This is a huge disadvantage. The Major Hermetic virtues are what allow a magus to specialize in something. With the Gentle Gift being Major, it makes the Jerbiton magus (the only house I can ever see wanting to blow their only major virtue on Gentle Gift) a second rate magus. Given the need for Housae Jerbiton to interact with mundanes on a regular basis, it seems that they almost need to take the Gentle Gift. This makes House Jerbiton a second-rate house, which is wrong. Everyone knows Ex Miscellanea is supposed to be the second-rate house. ;-) What would be the game effects of making both of these versions of the Gift minor? 1. More Jerbiton would take Gentle Gift, because they could still be decent spell-casters. 2. Jerbiton could potentially take Gentle Gift as their house virtue. 3. People would be more willing to play Jerbiton magi. 4. Lab Rats wouldn't get the reduced price Major Flaw, and would have to come up with some other major flaw. Some potential problems I see with making the virtue/flaw Minor: 1. "Everyone will take Gentle Gift because it's minor and cheap." I doubt it. If someone has an extra Minor Virtue left over after character creation, I think most players would rather take Arcane Lore or Improved Characteristics. 2. "Nobody will take Blatant Gift." I doubt this too. Because Lab Rats will still be looking for that minor flaw, which won't really hurt them. 3. "A cheap Gentle Gift will limit the usefullness of Companions." Generally, there's only one or maybe two companions really built to be social animals. If a magus or two takes Gentle Gift, they are still going to be spending most adventures in the covenant, otherwise their magical skills will fall behind their peers. The companion will still have a role to play. If magi are always coming on adventures, make them last long enough that the season is ruined for study. If the magus still comes, then he's making the choice to trade adventure experience for lab experience. Any thoughts? I'm really leaning on making these both minor in my campaign. I'd be interested to see what people think I'm getting myself into. Thanks.
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