The argument about using the same rules is a good one, which is why I had started leaning towards adding new talents to the mix, rather than rewriting the Semi.
If I go with Trainable Impedance Reduction as a Talent (remember the current Impedance Reduction Talent is NOT Trainable, and simply allows for stat bonus to subtract from overall Impedance) that has a maximum cap on how much Impedance may be reduced (-1 IMP for 3 CP is no more expensive than an extra Favored Skill), that should actually be more than enough.
And technically, I don't think that I would add them to the semi classes. Make them available yes, but not give them a free Impedance reduction. Looking at the building blocks for the Semi Classes, the only one I MIGHT give one instance of this talent to would be the Ranger (swapping out his extra Favored Skill for it). The other Classes simply don't have the space for adding it unless I completely rewrote the class creation rules to change how many points were allowed to be used to create the Classes.
As for semis starting off with 4 IMP. I think that that comes from somebody asking me how they should be equipped, and instead of looking closely (likely cause I was distracted with something else at that moment) and saying that they should be xx and yy and zz, I believe that I said something along the lines of just use the Archer/Thief equipment.
That was a mistake on my part. I should have taken the time to properly build Semis an equipment list.
For example, for all Semis (with the exception of the Monk, who would use the Martial Artist Equipment list), I would build it as the following:
- Semis (except Monk) - 2 weapons of choice (including scabbards and/or ammunition) and 2 pieces of Armor of the player's choice (Torso, Helm, Bracers, or Greaves of Soft or Reinforced Leather), a spellbook (for recording notes and research about spells) and any casting foci (wand, component bag, crystal, etc) as required by their School of Magic.
This way, they get a choice of armor that they start with, and they get their minimum casting stuff as well.
If I were playing a Semi, I would choose Torso and Helm simply because it would be easy to say "I remove my helm to cast this spell" when not in a combat situation, and thus only have a minimal Impedance to worry about (which, could then be offset by spending 3 points of their starting 30).[/list]