I've got a problem with Warding. The Players' Guide (p. 130) draws a distinction between generic and specific wards. However, aside from the size of the group of beings affected, there is no mechanical difference betwen the two. A ward that only protects against hungry ghosts is just as hard to pull off as a ward that protects against all undead.
I would like there to be a mechanical advantage to using specific wards, Â because I think they're cool, they're good story fodder and they're probably much more widespread than generic formulae. However, the rules penalise players for using them. They give far less protection against all Creation's hostile supernatural beings. On p. 132, The PG even says that to work out the correct ritual for specific wards can be harder, depending on how obscure the targets are.
I'm thinking increased power for specific wards, decreased prep time, or simply upping the difficulty on generic wards. I'm looking for input from the community because many of you are quite good at this game.
Note: specific wards do have on advantage: they let in some beings that you may wish to allow access - ie hungry ghost wards don't keep out the honoured ancestors. I really don't think it's enough though, I want to see Creation festooned with elaborate, specific wards. I want thaumaturges to have to be damn sure about what they want to ward against. I want generic wards tobe rare displays of extreme thaumaturgical accomplishment.
I would like there to be a mechanical advantage to using specific wards, Â because I think they're cool, they're good story fodder and they're probably much more widespread than generic formulae. However, the rules penalise players for using them. They give far less protection against all Creation's hostile supernatural beings. On p. 132, The PG even says that to work out the correct ritual for specific wards can be harder, depending on how obscure the targets are.
I'm thinking increased power for specific wards, decreased prep time, or simply upping the difficulty on generic wards. I'm looking for input from the community because many of you are quite good at this game.
Note: specific wards do have on advantage: they let in some beings that you may wish to allow access - ie hungry ghost wards don't keep out the honoured ancestors. I really don't think it's enough though, I want to see Creation festooned with elaborate, specific wards. I want thaumaturges to have to be damn sure about what they want to ward against. I want generic wards tobe rare displays of extreme thaumaturgical accomplishment.