So you roll sorcery + magic to deal force damage, ok.
But the drain is a mere F/2 + 1. A combat mage can pretty much end fights immediately with a force 12 stunball everytime. The drain is only that of a force 4 fireball. That's insane. Especially potent since it's no more difficult to land the force 12 stunball than a force 6 stunball, there's no reason to not go for the quick kill everytime.
Ok, sure, I can have every single fight draft a small squad of drones to defend against the stunballer, but where does that leave gangers? Instantly dead the moment they face a magic 6 caster? I basically can't have a magic using big bad cause the moment they show up, the PCs are either screwed because counterspelling failed once or they win without problems.
Maybe magic itself is broken, but I'm finding it harder and harder to keep the other characters into the game. Everytime is so fragmented, I can challenge the players individually, but as a group it seems they take turns rolling. Basically, a session goes: Matrix dude does his stuff, rolls independently of everybody else. Combat starts, mage goes off, wins. Combat starts, mage goes off, wins. Combat starts, mage sits out, Cybersammie wins. Matrix dude does his stuff, everybody else goes to grab a snack and waits for the result.
Is there no way to get all the characters fighting on the same front at the same time?
first:magic is broken, allways has been . .
second:force 12 means body damage from drain, and how do you get to four? drain would be 7 because 12/2=6+1=7 if i ain't missing anything . .
third:damage compensator or pain editor or what's it called let's anybody and their cat ignore stun damage . . have a mage hit someone with a Force 12 Stun-Ball, and then watch them go white as their character sheet when the target does not even blink . .
A fireball uses the drain of force/2 + 5, so a force 4 fireball also has a drain of 7.
And really, a drain of 7 is like 3 damage with an edged resist roll. So my mage can get 2 or 3 of these off each session without significant risk.
Magic being all or nothing is a big part of the problem. If you go all in, you can pretty much take it first round. I would prefer a system where magic hits and then gets damage soaked like guns, since it would favor longer fights.
Since when do guns favour long fights? Usually with guns in real life it is whoever gets hit first loses, end of story. You may have some cercumstances where gun fights last longer, but this usually involves people in full combat armor baracaded in a fortified building with thousands of rounds of ammo or some such.
Stunball is indeed quite badass. My Mage routinely takes out large numbers of enemies with high-force Stunballs. And given that the target needs to be awakened to get more than Willpower (3 to 6 dice) to resist something like 15S, it's just absurd.
My GM does several things to mitigate. For one, he usually spaces out opponents by quite a lot, so that I can only target one at a time.
He also has most opponents living by the GTMF (Geek Tha Mage First) doctrine, so if I poke my head out too far or leave myself too open I tend to take a bunch of physical, which makes the aforementioned overcast Stunball much less attractive. Depending on how big of a Drain dice pool the Mage has, some damage can really make casting risky.
Use of "Defense Mages" on the opposing side. In our game, most corporate security teams have at least one mage with counterspell 6, apparently.
Drones and the like are immune to stunball.
And finally, he expects small and/or undertrained opposing teams to be taken out quickly, and their physical strength rarely represents the main threat to completing the job. I.e., if a small sec team gets off a single communication, LoneStar will be on the scene in a few combat turns. Or if there is a single guard, he is monitored via the matrix by Agents, and if he is harmed they raise an alarm. That kind of thing.
But magic is overpowered during combat, pure and simple. If your Mage starts summoning Spirits of Man that can also cast Stunball, it gets ever more unbalanced. But that's why taking out the security team should only be one small part of the run.
A 12 meter radius circle is pretty damn hard to stay out of I would say, especially if your mage has more than one initiative pass and can cast 2.
Also, the geek the mage problem just makes it even more advantageous for the mage to alpha, since if he doesn't, then he's pretty much guaranteed to be taken out of the fight first. I think it's more a cause of the problem than a solution.
And I understand the value of counterspelling, but I dislike the fact that it's all or nothing all the time. I already use 6 rating counterspeller and wards and stuff to protect my dorks, but it hoses the mage just as much when he's using his regular force spells as it does the alpha strike.
I think I'm going to try raising the drain of the stunball and manaball to a f/2 + 3 and seeing if it fixes things.
...still, even if not overcasting, a stunball is pretty damned efficient. Take a mage with a 6 MA and 6 spellcasting casting a force 6 stunball OK that is 12 dice without adding any more for foci or Mentor Spirit modifiers. On an "average roll (4 hits), that means the target takes 9 boxes of stun damage. An average mundane with 3 Willpower gets 1 hit & takes 8 boxes. Should the mage get max hits allowable (6) that is 11 boxes (1 into physical overflow). A good chance the mundanes in the effect area of the spell are down for the count & out of the rest of the combat.
Meanwhile the mage only has to shake down 4 boxes with a pool at least as good as his casting pool and if the spell is on a fetish (and/or has totem modifiers) this adds to the drain dice. More than likely the mage will not even be winded.
Also, stun cannot be healed with either spells or First Aid. Furthermore, there's nothing stopping a sammy from going around and executing all the unconscious characters afterwards, I've seen it done a number of times.
| QUOTE (Ddays) |
| A 12 meter radius circle is pretty damn hard to stay out of I would say, especially if your mage has more than one initiative pass and can cast 2. |
| QUOTE (Ddays) |
| Also, the geek the mage problem just makes it even more advantageous for the mage to alpha, since if he doesn't, then he's pretty much guaranteed to be taken out of the fight first. I think it's more a cause of the problem than a solution. And I understand the value of counterspelling, but I dislike the fact that it's all or nothing all the time. I already use 6 rating counterspeller and wards and stuff to protect my dorks, but it hoses the mage just as much when he's using his regular force spells as it does the alpha strike. |
You can't stunball anyone you can't see, but airburst grenades don't have that problem...
The Infiltration skill is the best protection from mages. If they can't see you then they can't hurt you, except with indirect spells.
| QUOTE (Kyoto Kid) |
| Also, stun cannot be healed with either spells or First Aid. |
| QUOTE (hyzmarca) |
| The Infiltration skill is the best protection from mages. If they can't see you then they can't hurt you, except with indirect spells. |
| QUOTE (Ddays) |
| Can't they just go astral and see your aura standing out like a sore thumb? Assuming the setting was an office complex or something. |
| QUOTE (Ddays) |
| And infiltration is cool and all, but from a gameplay perspective, that usually means that the urban ninja goes in to grab the data and leaves the rest of the team behind in support roles. Is there anyway I can motivate him to bring the rest of the team, especially if they can't sneak around well for anything? |
the same reason ANYone is bringing along the combat monsters . .
'cause you can and probably WILL fuck up and they will have to take care of business because your stealthed ass won't survive a lucky shot . .
| QUOTE (Fortune) | ||
Try to impress on the rest of the Players the importance of Stealth in your games. |
| QUOTE |
| I'm looking for the classic, protect hacking team mate from alerted guards style run |
Pick any game system you like - wizworms are either useless or death on two legs. There isn't really any middle of the road.
As a compromise, bound spirits thrown against incoming spells might buy your NPCs a few extra rounds, but from a "realistic" point of view, the cost-benefit analysis just isn't there.
Wizworms are so rare, the average sec guard will never have any need for the amazingly expensive "magic armor". By comparison, kevlar is almost cheaper than cotton and protects against far more common threats.
-Siege
Edit: You could attempt to re-conceptualize the entire magical system, but runs into a homebrew set of rules and game world, which may not sit well with your players.
| QUOTE (Siege) |
| Pick any game system you like - wizworms are either useless or death on two legs. There isn't really any middle of the road. As a compromise, bound spirits thrown against incoming spells might buy your NPCs a few extra rounds, but from a "realistic" point of view, the cost-benefit analysis just isn't there. Wizworms are so rare, the average sec guard will never have any need for the amazingly expensive "magic armor". By comparison, kevlar is almost cheaper than cotton and protects against far more common threats. -Siege Edit: You could attempt to re-conceptualize the entire magical system, but runs into a homebrew set of rules and game world, which may not sit well with your players. |
The problem I've noticed is that the combat monsters tend to dominate combat so fast that the other characters don't get to do squat. And if you provide enough of a challenge for the combat monster, the non-combat monsters don't have much chance of contributing, as they're either not going to hit, or die extremely fast if the challenge focuses on them.
The most balanced encounters seem to require a lot of mooks to give the average runners something to shoot at, and a couple cyberzombies for the Troll/Ork weapons specialist to consume more than 2 of his IPs. But large combats just aren't that believable to have happen very often.
i kinda allways thought it to be silly . . i'm playing the 3m tall, 300 kilo mountain of muscles carrying the LMG . . sneaking with maybe 8 successes (good roll there) and NOBODY noticing? naah . . . maybe the rules say otherwise, but untill i can get that image into my mind without wanting to paint my troll neon green and having him dance and sing through the check-point after such a roll, i'll not be seen spending too much points for that *g*
That's why the combat monsters are there in the first place O.o
because if the sneaky ones fuck it up someone HAS to be able to save their pathetic asses in a whole building full of potential enemies . .
| QUOTE (augurer) |
| The problem I've noticed is that the combat monsters tend to dominate combat so fast that the other characters don't get to do squat. And if you provide enough of a challenge for the combat monster, the non-combat monsters don't have much chance of contributing, as they're either not going to hit, or die extremely fast if the challenge focuses on them. The most balanced encounters seem to require a lot of mooks to give the average runners something to shoot at, and a couple cyberzombies for the Troll/Ork weapons specialist to consume more than 2 of his IPs. But large combats just aren't that believable to have happen very often. |
| QUOTE (Fortune) | ||
Stun damage can indeed be healed by First Aid. |
true, mages are overpowered even compared to combat monsters . . but if you want longer battles, have the mooks actually USE TACTICS . . with the SR4 kinda Matrix Style and stuff you'd probably be able to have a drop-down-view of the whole battle so it basically can end up like a game of chess . . with blood of course *g*
The other problem with a protracted battle is the situation under which the engagement happens - that is, breaking into a secured area.
The longer a battle lasts, the more likely it is that reinforcements will be alerted and consequently, everyone has a bad night.
Specialists will always dominate the focus in their area of specialization - this is true of riggers, deckers, mages, combat monsters and so on. A matrix run that only takes seconds in game time can take an hour of game time, which leaves everyone else insanely bored. Conversely, one trick ponies will usually be useless and insanely bored in situations that don't touch on their specialization.
Which is why PCs should always, imho, take meaningful levels in a skill or two that doesn't directly pertain to their job function. It means players will have more opportunities to do things in the game and as a practical note, it really sucks if the only guy who knew first aid was the one who found the landmine.
-Siege
Yeah, but the guy who decides to branch out usually gets gimped cause he can't compete with the specialists.
A guy with a rating 1 in anything is way more of a liability than a guy who didn't take the skill at all, because the rating 1 runner is more likely to try, then fail.
There's gimped and then there's gimped.
Comparing 6 dice to 1 die, yes - the specialist wins as well she should.
6 dice to 3 or 4 dice? Still enough to be useful without threatening the specialist.
And if the specialist is otherwise unavailable, those 3 or 4 dice can be amazingly useful.
-Siege
| QUOTE (Kyoto Kid) | ||||
...you sure? I thought all stun had to be recovered by rest (save for the temporary effect of stim patches). |
Make sure to apply visual modifiers to targetted spells. I'm assuming the mage in question(magic 6 you said) does not in fact have cyber eyes? If not toss in some smoke and all kinds of stuff like that that is dirt cheap that smart sec forces should have for normal firefights anyway and reduce his pool. The problem you seem to be having is that the player built a straight up true blue combat mage. What you don't realize is that you would have a very similar problem if someone built a throw adept that could chunk 4 grenades an IP with 9-14 dice per throw. Someone who can reliably deal a massive amount of AOE damage rapidly finishes off a fight. So, visual modifiers to reduce his pool a bit, and some decent counterspelling or warding and you should be much closer to set.
Chris
3 to 4 dice is well trained to me, and my small group of 4 is actually pretty good about spreading out their skills to 3/4 in a lot of things. But even so, there can only be so much cross training before skills get too much BP.
And to DTFarstar, my problem with that is that it takes the mage out of combat entirely. I don't want the mage to be gimped in combat, just be more in line with what the rest of the team can do.
| QUOTE (Mr. Unpronounceable) | ||||||
What temporary effect of stim patches? In SR4 they only allow you to ignore stun penalties, they don't temporarily heal stun like they did in SR3 and earlier. |
| QUOTE (Ddays) |
| A guy with a rating 1 in anything is way more of a liability than a guy who didn't take the skill at all, because the rating 1 runner is more likely to try, then fail. |
| QUOTE (Ddays) |
| And to DTFarstar, my problem with that is that it takes the mage out of combat entirely. I don't want the mage to be gimped in combat, just be more in line with what the rest of the team can do. |
And GTMF is a very valid and necessary tactic. What sec team wouldn't start blasting on the mage and/or dude with the grenades, rockets or missles?
Well obviously it's necessary since mages have so much raw power at their disposal. I'm actually frightened for when my mage finally gets improved masking and slips under the radar in combat.
I always envisioned that standard security were just there as 'canaries in the coal mine' when one (or more) drops, that's when everybody else gets alerted and starts to act.
Thanks apathy, you gave me some great ideas for a run.
| QUOTE (Kyoto Kid @ Dec 19 2007, 08:39 AM) | ||
...you sure? I thought all stun had to be recovered by rest (save for the temporary effect of stim patches). |
| QUOTE (SR4 pg. 124) |
| First Aid (Logic) The First Aid skill governs basic medicine in a hands-on sense, as a paramedic rather than a physician. This skill provides little knowledge of cybernetics and how they function, and cannot be used to repair them. Default: Yes Skill Group: Biotech Specializations: By type of treatment (Chemical Burns, Combat Wounds, Sports Injuries, Electric Shock, etc.) |
| QUOTE (SR4 pg. 242) |
| Using First Aid Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid may only be applied within 12 hours of when the damage was taken. |
Geek the mage is fine, but too many GMs are quick to metagame with it. If the Mage happens to be an ork in an armored jacket sustaining a few spells and is just sitting behind cover firing off potshots with his predator like the rest of the group, "Geek the mage!" shouldn't really come into it because unless there's a Sec Mage there to spot him, how in the hell do they know he's the mage to begin with?
Unless the mage has some odd Centering or Geas requirement, or a Shamanic mask, I don't see how you're going to know who the mage is short of assensing the entire team, anyway. And lets face it, if the opposing sec Mage is going to spend his first combat round Astrally Perceiving and Assensing, he's not likely to survive to the second.
Actually, going by the rules, it isn't all that difficult to spot spellcasting, even for a mundane, despite what the fluff implies.
We're talking about a Mage blasting off Stunball on every pass, here, which is supposedly fairly obvious because people are going down without bulletholes and the Mage isn't shooting but is doing something.
Even so, a properly prepared team might be able to hide their Stunball-blasting Mage, and then you might just have to accept that the team has prepared too well for the run you've prepared.
The rule is something to the effect of "+2 to spot a spell caster casting a spell" versus the roleplaying aspects.
-Siege
I've always thought of it as a game about breaking LOS, it highly rewards indirect fire weapons, stealth and cover - maybe your security guards need to go for CS grenades and thermal smoke before the pistols - CS is an opaque gas and will probably also disrupt los giving negative casting modifiers.
| QUOTE (SR4 pg. 168) |
| NOTICING MAGIC Just how obvious are magical skills? Not very, since most spells and spirits have little, if any, visible effect in the physical world (unless the magician prefers to have flashy effects, or her tradition calls for it). An observer has to notice the magician’s intense look of concentration, whispered incantations, and small gestures. Magicians of some traditions display a more visible change when practicing magic known as the shamanic mask. The shamanic mask typically changes the magician’s features temporarily to display characteristics appropriate to her mentor spirit or tradition—an eagle shaman, for example, might seem to have feathers or beaklike features while spellcasting or summoning. Noticing if someone is using a magical skill requires a Perception Test (p. 117) with a threshold equal to 6 minus the magic’s Force—more powerful magic is easier to spot. The gamemaster should apply additional modifiers as appropriate, or if the perceiver is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is evident (+2 dice). |
I've always been afraid of super heavy resistance regarding surprise attacks.
The one time I optimize a sniper to be a big baddie, he nearly wipes the entire team before they can find his position. (Before anybody asks, the team knew something was up at the meet and had drones surveying the area as well as a spirit searching, just plain bad rolls on their part)
Mages roll right over mundies; thats a hard thing to avoid. Its pretty much how the system was designed, if a site doesn't have a sec mage on duty its pretty much ice cream for (awakened) freaks. Your basic security guard isn't going to fare well against any runner, but its probably most noticeable against mages (and trolls with Panther Cannons).
So, the logical conclusion is sites that need to be defended will have magical security. If they can't afford it (because magic is rare, expensive and sometimes just plain hard to come by), then they'll adopt tactics that minimize their magical vulnerability. If a bunch of schmoes attempt to swarm the pc's, whether its a Stunball or grenades or full-auto bursts, things are not going to go well for them.
Given that magic, cyberware, and ten foot tall trolls are possibilities in SR, I would think that your average, everyday security guard is going to take that as his cue not to think he's Rambo. Schmoe-level security isn't there to take pc's on in head to head fights, they're there to rattle doorknobs, spot intruders, sound the alarm and then delay and inconvenience the runners until the High Threat Response Teams (whether they be from the parent corp or Lone Star) show up to deal with them. Lock it down, get the non-combatants to safety, and make sure the high karma backup is on the way. Schmoes should be taking full-cover and holding their actions to unload a tsunami of gunfire on the first pc that comes their way, not aggressively rooting out the intruders.
| QUOTE (Ddays @ Dec 18 2007, 05:30 PM) | ||
Yeah, guess that's true. Explains why my favorite part of the game are the social situations where all the characters be quirky and interact. And my problem with sneak and steal is that my other dudes do their job and that's it for their part in the session. It goes: A. Matrix hijinks B. Related security bust ups C. Sneaking in Instead of it being spread out evenly across the session. Which wouldn't be a problem if the entire team was doing the sneaking, but I don't have a gang of Tir Elf Ninjas, so I can't really make any logical explanation on why the burly troll is trying to tip toe his way past security. |
What I was trying to say and failed earlier is that mages are above everything else - VERSATILE so if this Magic 6 guy built his character right he has 11 other spells he can cast. If you let him wail and destroy some security then have the others use intelligent mage tactics and kill his Stunball dice pool he should have the ability to do other things, if he just continually tries to stunball and fail... don't feel bad. Suggest other alternatives, use enemy mages to SHOW him other alternatives. There are alot of spells out there and if all he has is self boost and combat spells... well 5 karma and a little time will remedy that.
Above any other skill that could potentially be useful to a shadowrunner innovation is the most important. The ability to flow with pressure and come up with new tactics instead of just blowing through all the opposition is what Shadowrun is all about because you know who has more guns, mages, and badass tech than you? Every corp and government in the damn game.
Chris
Well, my main problem is that anything that foils specifically high force stunball foils almost everything else he can do short of calling up a spirit in reserve.
Either that or they run away and it's back to the one thing at a time gaming which is rather boring unless you introduce some weird contrived situation.
THE GUY'S A LIVING MANA WARD, SO YOU BETTER USE IMPROVED INVISIBILITY TO GET THE TEAM AWAY. OH HEY SAMMIES, TRY TO TAKE HIM OUT WHILE I FORCE THE MAGE TO PLAY SUPPORT.
What spells does he have and what is his tradition? I might be able to give him and you some ideas about how this could go. The problem I'm seeing now is that you don't want to force him to do anything he doesn't want to do and it sounds like the ONLY thing he wants to do is annihilate people with magic in the most badass way possible. Which bothers you.... but you don't want to force him to change... hell I dunno, if you could copy us his sheet it would help alot too. But it is obvious- to me anyway and nothing says I'm not wrong- that his is more than just stunball being a really efficient spell.
Chris
Everybody on the team fulfils a valid role. The mage is perfectly willing to play ball, I'm just kind of annoyed that the game isn't exactly balanced in terms of what combat contribution each character can bring forth at what effort. When a mage can kick as much ass and have three times the utility of a cyber sammie, I would like to fix it without being forced to come up with a situation that specifically smacks down the mage's effectiveness.
It's ok if I occasionally smack down a character to make sure they don't get too cocky, but that's not a long term solution to the problem. And the general vibe I'm getting here is that the only fix is a encounter design one rather than a straight up mechanical change. Sigh, I guess nobody said being a GM was easy.
You can do a mechanical change, but it's likely to be tough to get the balance you want without tweaking.
A few ideas:
Increase the drain on combat spells. Remove the divide by by two for drain. So a force 13 stunball is 14 dice of drain. Or alternately, make area effect spells have double the drain of single target spells, so the force 13 stunbolt is 5 dice and the stunball is 10 dice.
Reduce the damage. For example, damage is just double net hits, with a cap of total hits of force but no base damage.
I haven't tried these, so I have no idea how ugly they they will or won't be.
| QUOTE (Fortune @ Dec 18 2007, 09:07 PM) |
| The first paragraph makes is seem more difficult of a task than what the actual rules in the second paragraph dictate. |
| QUOTE (Whipstitch) |
| Yep, true enough, but by the time that time the mage has already smacked you with the stunball. All I'm saying is geek the mage isn't that terribly useful because you can't really use it as a preemptive measure if the mage in question knows what they're doing. |
| QUOTE (Ddays) |
| The mage is perfectly willing to play ball, I'm just kind of annoyed that the game isn't exactly balanced in terms of what combat contribution each character can bring forth at what effort. When a mage can kick as much ass and have three times the utility of a cyber sammie, I would like to fix it without being forced to come up with a situation that specifically smacks down the mage's effectiveness. |
That isn't exactly true - when a person is packing so much 'ware they stop having a thermal signature and qualify for a vehicle signature, they're gonna raise some eyebrows.
I love my samurai, but to be fair - they usually make the average cyberware detector roll over and die.
-Siege
That has actually happened to one of players, passing through a security checkpoint, the hacker heard this being broadcast across the coms:
"Be advised, on approach we have 3 geeks and a GM truck"
"You sure, tower, visual shows 4 of them on foot"
"Cyber sensors clearly show a vehicle there, captain"
"Oh."
The fourth member being the the casually strutting troll sammie of course.
The main problem here is overcasting as rule rather than exception. The magic 6 caster should well be able to toast gangers, but not as fast as manaball allows for.
The option of increased drain is valid. If you suffer the same drain from fireball as from stunball, you decide what kind of resistance roll on behalf of the target you can beat easier. I would advise to lower drain by one
Another option would be to limit damage from stunball etc to net hits. That would result in marginal damage in presence of counterspelling and encourage the use of foci to increase DP size.
I think one aspect that is often ignored here is the control of mage power vs. mundane power in character design (read "GM approval"). Magic 5 or even 6 seems to be the norm for most mages that where submitted to me. As are high drain stats.Casters with magic 6, spellcasting 5(combat spells), stunball, fireball and increase reflexes clear house. More so with a few cheap initiations.
On the other hand, mages can do with magic 4 or even 3, and can well spend their karma in other places. If you want to leave combat to the mundanes, tell the player to make do with magic 4 and promise to stay light on magical security. More BP to spend on non-magical things, too.
If you're sammie is hardware toting to the max with BIG GUNS the problem is a rigger rolls lots more dice because drones are cheap and he can seriously have like 5 LMGs, and so is speccing out to do jumping in to the max, and can do all sorts of other cool stuff (thanks to the drones he's a great spy, excellent transport/get away driver and can usually hack a bit) and is just as legal (ie not very).
Competing against a rigger, while flavourful, isn't exactly where the 'strength' of the sammie is. I'm more thinking biosammie as an illustrative option of the strengths of a sammie.
One bane of mages is speed. Samurai have it; they don't, usually. And with speed comes success in surprise tests.
Let us create a hypothetical character called Reasonably Fast Guy Reasonably Fast Guy has a reaction of 4(8) and and Intuition of 5, 3 IPs, and a MGL-6.
Reasonably fast guy runs into the party in a hallway by accident, both sides make surprise tests. The mage is surprised. Now, being surprised, the mage cannot Stunball Reasonably Fast Guy, or take any action against him whatsoever. Reasonably Fast Guy can, however, fire 6 airburst grenades at the mage.
The only hope is that the party has in this case is a speedster faster than Reasonably Fast Guy, who might have the drop on him or who, at least, will be going first.
| QUOTE (Ddays) |
| Everybody on the team fulfils a valid role. The mage is perfectly willing to play ball, I'm just kind of annoyed that the game isn't exactly balanced in terms of what combat contribution each character can bring forth at what effort. When a mage can kick as much ass and have three times the utility of a cyber sammie, I would like to fix it without being forced to come up with a situation that specifically smacks down the mage's effectiveness. |
Yeah, magic is overpowered in basically every RPG. It just happens by it's fundamental nature. The thing is, the mage should be bringing something to the table just like all the other characters. If the mage is bringing combat doom, then what is the sammie bringing? Support? If the sam has combat covered, encourage the mage to find his own niche. Again, apply visibility modifiers halfway intelligent sec forces should use cover, smoke etc. just for the firefight anyway, don't let the mage ignore it. Keep in mind you can't stunball/manaball/powerball what you cannot see. Cover! Cover! Cover!
If the enemies use poor tactics, and like I said in another thread, seriously magic has been around for how long now? 60 years? You can't tell me that there isn't at least a class or two in sec guard school about breaking LOS, throwing up smoke and flash packs, retreating to a warded area, and hitting the big red "Oh shits we are being attacked by a mage!" Button that summons the astral sec mage and his elemental friends. Or even nastier guardian/plant spirit friends to manifest. These are not smacking down on the mage! They are reasonable security precautions on the companies part against a threat that has been known for 60 years!
Chris
| QUOTE (rangda) |
| It's a role playing game. Strictly speaking it doesn't have to be balanced as you're not playing it in a competitive environment. If the mage is dominating combats talk to the player and point this out and ask him to tone it down so others can be involved. |
...yeah I had that experience myself as a GM. Don't get me wrong, Mages are still tough if done well. However, now I have a team that plays in a much more balanced manner so that everyone is a part of the action instead of one person hogging it all.
Stunball is an area effect spell. So if you want to cut its utility a bit, have some of the guards move in for melee combat. Maybe a few of them rush in with stunbatons. Clearly, they won't run across a hundred meter long open courtyard to do this, but with the blind turns common in a lot of building, if the NPCs have access to the buildings security cameras or something, they can plan ambushes where stun-batoning a couple surprised PCs is an effective strategy.
If just a few guys are in melee range, or have taken cover within a few meters, the mage's ability to stunball the whole world into submission is greatly reduced. If the opposing security team is within 12 meters of the PCs, then the mage has to make some tough decisions about withholding spell-casting dice.
this seems like a GM problem to me.
If you are fighting in a building, how is your own team not hit by a 12 meter radius spell?
That would cover several rooms.
Why are your bad guys just sitting out in the open, and not behind cover, as they are involved in a fight.
Why does your mage keep going so soon in the combat round? Even with a 6 intuition, 6 reaction, improved reaction spell, improved intuition spell, have them all active, and got maxed out rolls, they have an initiative of 18 reaction max.
If the combat mage has those two spells up, maxed reaction, maxed intuition, fighting idiots in a wide open space, no cover, 3 will power ratings, while none of your team just happens to be in a space about as wide as half a football field, then more power to the mage.
A little smarter tactics, a street same who is worth being a street sam, and a GM with the testicles to strong arm a player who is strong arming your game, and mages go away.
I have never, and I mean never, ever had a problem with a mage.
One player even work armur, and sustained an over casted armour spell, he walked around with 32 points of armour.
I mind controlled him, had him blind fold himself, hit him with decrease charisma, which is always fun, and packed hand grenades around him while he was standing in a mindless stupor, and exploded him.
this was after 3 or 4 sessions of him just trying to find ways to over power everyone and everything. Several warning where given. Finally, that was enough.
Also, I like to hit players with force 12 or 16 spells after they abuse them. Force 16 decrease charisma is a dirty trick, but once mage players get on your nerves, you need to apply the rules they like to use against thier group, the problem goes away.
Going first is as easy as spending a point of Edge. As a general rule smart mages keep Edge for Initiative and Binding tests that look like they're going sour. Also, an Intuition tradition combat mage with Reaction Enhancers and Improved reflexes running through a sustaining focus is faster than hell and a lot less expensive than what you're suggesting.
The first time one of those low-ranking mooks happens to be an initiate mage supervisor with improved masking, spell reflect, and a counterspelling focus -- well, it might not be the last time the mage tosses a force 12 stunball, but it will be the last time he does so with impunity. A rare event, to be sure -- but a memorable one.
Force 12 spells hang around on the astral for half a day. That's a long time for a forensic mage to analyze it. After a few runs, the mage will have quite the security profile, and likely have left some physical samples around. That gives the higher-up corp mages incentive to send out some high force spirits -- spirits that track the character when he's trying to rest off that high spell drain. Or worse, when he's meeting with Johnson to exchange the goods for some pay. The paranoid Johnson -- the one with snipers on the stuffer shack down the road in case the team tries to double cross him.
Of course, in my opinion, if the mage is leaving around extremely high force spell signatures regularly, he's lucky if only security guards notice it. Do you have any idea what a great find he'd be to an insect spirit hive? If he can toss around spells like that, they'll reason he's a perfect target to make a flesh-form. Maybe even a queen!
There have always been magically resistant beasties in Shadowrun lore, have some of them show up with some security guards guiding them. Then there's something for both the Sam and the Mage to do. Add in a few drones, and everyone's buys at once!
Remember mooks have edge too -- and can spend it to go first. They can take actions like tossing a grenade while running for cover. If they're caught by surprise? Well, taking out a pile of hapless and unwitting goons quietly is great work for a mage. And the street sam will have plenty to do when a dozen biomonitors go off in the security office simultaneously...
Tactics, tactics, tactics. Security goons don't want to be geeked by the mage. They're no doubt trained to avoid them (avoiding LOS, vision modifiers, spending edge to get to a safe spot first.) Security drones, on the other hand, are cheap -- far cheaper than security guard death benefits or hospital bills. Security goons are just there for the "human" element, and to make judgment calls -- calls like "now is a good time to turn the drones / hellhounds loose."
As others have said, "canary in a coal mine" is another job to fill. This comic sums it up well: http://www.giantitp.com/comics/oots0512.html
| QUOTE (Whipstitch @ Dec 19 2007, 12:42 PM) |
| Going first is as easy as spending a point of Edge. As a general rule smart mages keep Edge for Initiative and Binding tests that look like they're going sour. Also, an Intuition tradition combat mage with Reaction Enhancers and Improved reflexes running through a sustaining focus is faster than hell and a lot less expensive than what you're suggesting. |
| QUOTE (Ddays) |
| Well, my main problem is that anything that foils specifically high force stunball foils almost everything else he can do short of calling up a spirit in reserve. |
| QUOTE (WorkOver) |
How are all these theory mages just hanging around? The whole mage being over powered crap is nothing more than weak GM's who don't want to go the extra 2 inches to use what is available to him to keep them in check. |
A lot of people are saying its a GMing problem, but seriously, I have infinite resources. If I want to make the game unfavorable to mages, I can do it easily. Very easily.
On why the mage has the space: This is mostly a tactics thing, the team is pretty good with spacing and scouting using various means. Sure, it's gone bad once or twice, but most of the time, they hit fast and they hit hard.
And since stunballs can't hit people the mage can't see. The rest of the team gets behind cover. Sometimes the guards catch on, sometimes they don't.
On why he wins initiative - 2 words, surprise round
The team as a whole makes it a point to keep their backs covered at all times, so I generally try to make sure ambushes only occur when they chill at a bar or relax. A bunch of bar regulars walked up and bought them drinks, then started shock glove pimp slamps all around. The mage and the hacker went down quick, but the troll was able to handle all the gangers by himself. So yeah, I can make combats where the mage doesn't instantly win, no problem.
And I don't have a problem with the mage, I really don't. And I never said the mage was a problem character, he isn't. The real problem is that the mage and the rest of the team has gotten comfortable with a style of combat that works for them, but which spreads out the rolling in phases which makes the session a bit dry for the story I want to tell, so I'm looking for ways to switch it up a little.
I just want a way to make him mix up his spell casting a little before it gets too dry for everybody. The first couple times a combat ended with the force 12 stunball everybody was happy about it. Now I just wish there was a way to recreate fights like the corridor fight from Matrix 1 reliably.
And no, retirement isn't an option, yet. (I want to finish my story arc, they already have the next batch of characters ready)
And thanks again Apathy, your ideas for combat are always interesting.
And for guys who want his stats, they aren't really broken or min/maxed, he has a bunch of weaknesses for me to exploit and I'm not sure if he bought absolutely everything he needed, but here's the most convenient stat sheet I have, when he submitted the character:
| QUOTE (WorkOver) |
| Hell, a damage compensator will push one box to physical and help more. |
Well, if the only problem is stunball spamming then why not just start giving out Pain Editors, the bioware where allows you to ignore all stun damage? Or bring back old style stim patches and put them in auto-injectors.
| QUOTE (hyzmarca) |
| Well, if the only problem is stunball spamming then why not just start giving out Pain Editors, the bioware where allows you to ignore all stun damage? Or bring back old style stim patches and put them in auto-injectors. |
It only works if you houserule stims back to negating stun damage like they did in SR3 instead of just providing pain resistance, or create a new sort of drug. It might kill the grunts in the long term, particularly if they take a second stunball, but it'll keep them awake and on their feet just a little bit longer.
Oh, I already have a house-rule regarding stimpatches - when you apply a stimpatch, you can stay awake with your stun meter full as long as your physical damage doesn't exceed the rating of the stimpatch.
We find that it makes stun damage slightly weaker than physical, which is balanced especially considering the other advantages stun damage already provides (prisoners, interrogation, bounties, etc.). Not to mention the fact that stun damage is slightly easier to deal with the current equipment.
So mooks do routinely apply stim patches if they're about to be knocked out, presuming they're actually awake when the first stunball hits.
If youve got a magic rating of 6, and you feel safe enough to cast a force 12 stunbolt, why not just cast 2 F6 stunbolts instead? Split your dice pool in 2, give them 2 chances to resist some of the damage, and yourself 2 chances to absorb much less STUN drain, but 10 stun damage is crippling if theyre not unconscious alltogether.
Spellcasting is a complex action, and its safer to knock out the opponents before they can even get one pass to smack your face or call reinforcements.
Unless you're on a sensitive mission where periodic checkups by a central booth are required, security guards knocked out before they can signal warning means that reinforcements, if they do arrive, arrive too late. At least, that's how I do it as a GM.
| QUOTE (Ddays @ Dec 20 2007, 09:05 AM) |
| Spellcasting is a complex action ... |
There is that problem of +2 drain per spell you cast in one IP though... that hurts...
| QUOTE (Konsaki @ Dec 20 2007, 09:08 AM) |
| There is that problem of +2 drain per spell you cast in one IP though... that hurts... |
I think all of the stunning options are overpowered in Shadowrun. I'm quite surprised anyone uses lethal weapons, seeing as it's more effective to stun people.
Most serious opposition for runners will have more physical track than stun, and more ballistic armour than impact. Gel rounds go against impact and hit the stun track. Electric ammunition and melee weapons go against HALF impact armour and hit the stun track, and the melee weapons don't require the stupid levels of strength it takes to use the other melee weapons effectively. Stunball and stunbolt have lower drain levels than physically damaging spells.
It really isn't hard to make a character who never kills anyone, ever. One might even call it optimal. If only real life was like that...
| QUOTE (Gort) |
| It really isn't hard to make a character who never kills anyone, ever. One might even call it optimal. If only real life was like that... |
| QUOTE (Ddays) | ||
Yeah, we all know how easy stun damage is to deal. I have some houserules in effect that make stun damage slightly less effective, and you can never guarantee 0 collateral damage. |
It seems the real problem then is that the combats have become comfortable, routine.
One thing combat should never be is comfortable.
So: Shake things up, break their patterns, their habits. If they've been around for a while, using these techinques, then their "MO' will be known by their enemies and exploited.
Security companies will adapt too...
| QUOTE (Spike) |
| It seems the real problem then is that the combats have become comfortable, routine. |
http://www.youtube.com/watch?v=89NxeVCSSSQ&feature=related can make the RPG combat experience http://www.youtube.com/watch?v=_7GOlqLEmhI&feature=related.
Add civilians? Civilians with low body and will so overflow will kill them if you go in for huge overcast stunballs
| QUOTE (Ddays) |
| But it just seems to me that in a lot of the situations I can come up with, stunball is still the go to combat spell. And if I introduce the horde of drones, then the hacker just tries to hack them all, while the mage sits on the sidelines. If I introduce a mixture of drones and humanoids, it's still better for the mage to cast stunball and take out the hummies. Though at least the combat involves the entire group. Which explains why that's my default encounter for these guys. I just want to mage to say, "Gee, I wish I took fireball, sure would be handy right about now." once in his career. |
And if you really, really want to mess with the players, add a dash of realism to the mix:
1. "What? Whaddayamean that fragging has a <duck> Savalette Guardian!?! Who knew he was a gun nut on the side? Holy drek, is that Triple EXXX explosive tips?' That stuff reviewed in 'Solo of Fortune' - so powerful only trolls and geardos will use it?"
2. "Um...why is that secretary frothing at the mouth and looks like she's gonna leap the table at us? What? Who the frag takes kamikaze recreationally?"
3. "What? What the hell is a corporate accountant doing with a Body and Strength of 6!?! Muscle and Fitness magazine?"
4. Random bystander is a weekend warrior who just happens to be a reasonably good shot.
5. Chiphead freaks out at gunfire and starts reliving "GunBunny IV: Bambi, locked and loaded."
6. Homeless guy is a vet of the Desert Wars and is still sporting some 'ware.
7. Random driveby or nut decides to open fire. Contagious funfire - a group of people start shooting and everyone nearby with a weapon opens up.
8. Old woman loses control of her car and collides into...<random location>.
One GM at a 'Con used a random magical effects table - <gm> it's raining. <us> Right - Seattle, got it. <gm> Frogs. <us>...
Trust me, sometimes dumb stuff just...happens. It keeps life interesting.
-Siege
Edit: The new, upgraded version of our "Mr. Macho!" personafix chip! Are you timid? Afraid? Scared of new surroundings? Be the master of board meetings! Be confident when you meet that hot chick at the bar! Show that ork bouncer who's really the boss!
In game terms, otherwise timid wageslaves who should be diving for cover start reaching for weapons instead.
Ah, yes, the surprisingly competent "bystander" can be a lot of fun. One time the resident min-maxed 4 body 1 strength elf sammy in my group was suffering from some wound modifiers when the dwarven cleaning staff tackled and subdued him with their racial 3-7 strength range.
| QUOTE (Ddays) |
| Spellcasting is a complex action, and its safer to knock out the opponents before they can even get one pass to smack your face or call reinforcements. |
| QUOTE (Ddays) |
| And since stunballs can't hit people the mage can't see. The rest of the team gets behind cover. Sometimes the guards catch on, sometimes they don't. |
| QUOTE (Apathy) |
| So, if the guards burst out of the office 10 feet away, stunball won't do you much good unless you're willing to take down your teammates too. If they're 40 feet away and in plain sight you can take them down no problem, but it's almost as easy (and doesn't cost drain or leave a signature) to use a grenade launcer. |
| QUOTE (Ddays) |
| Yes, because the burnt remains of a corporate office is so much better than an astral signature. |
Sadly, yeah it IS a lot better to just leave a charred building. And if you don't believe that, well, obviously you've never been hit by a high Force Ignite spell targeted via ritual magic.
Haha, it may be more dangerous to leave behind a peace of yourself as a mage. But retaliation's probably a bit smaller given that at the very least you left the dude's building intact. (And his guards alive, but then again, I thought the corp is going to care about that)
As for hitting your own teamates with a force 12 Stunball. Easy. The mage just counterspells his teammates before the run. Magic versus Stat + Counterspelling should give them a good chance of not getting hit. Same with the Mage hitting himself...
That's the problem with Direct spells. They are all or nothing. You rule combat with them, or you plain suck.
There is no inbetween, there is no struggle, no suspense.
You either rule totally with them, or shouldn't either bother rolling.
As for ranged combat visibility penaties, why do they apply? For an AoE spell like Stunball, you don't aim it at someone, you just need to be able to see the centre of the spells AoE (maybe requiring a perception test). Then everyone in the AoE *should* get hit. Even if they're stealthing with a super 40 dice stealth skill, or Invisble.
But the actual rule states that only 'visible' targets in the AoE get hit. :/
So people could just stand behind the Mage. Or if the mage closes his eyes, no one gets hit by it. :/
Hmmm.. Is the mage a visible target for himself, if he's not looking at himself? It's noted that AoE spells hit the caster if they are within the AoE...
Heh. By this reasoning, and Invisible target within a Fireball AoE wouldn't get burned. As they aren't a visible target. So would someone holding something in front of them that totally obscures them from the mages sight (turning over a table maybe?) would totally protect them from a Fireball.... As would being behind the Mage protect everything, even flammable material, from a Fireball...
Bah. AoE's should hit any target in the Area of Effect.![]()
I believe fireball still works out of LOS cause you create a giant ball of fire rather than actively targetting the people in a specific area, but that could just be my memory playing tricks on me.
I believe my team's best method for getting around friendly fire on a stunball was having the hacker put up convenient AR blinds where his teammates are.
Sure, he can still see the enemies perfectly fine, but his teammates are nowhere to be found come time to fire off the epic stunball.
Luckily, I convinced them that the tactic was against the spirit of the rules, so dropping dice to control spell area remained a viable tactic.
Direct area effect Combat spells only affect targets that the caster can actually see in the targeted area.
Indirect area effect Combat spells affect everyone in the targeted area.
Unless you miss the target with indirect, then it just mysteriously seems to "go away" per the rules.
| QUOTE (Fortune) |
| Direct area effect Combat spells only affect targets that the caster can actually see in the targeted area. Indirect area effect Combat spells affect everyone in the targeted area. |
@GentlemanLoser
Read the section under COMBAT SPELLS (p. 195) before the actual spell descriptions. That details the differences between direct and indirect ones.
Y'know, in SR4 wards are cheap, essentially being a ritual spellcasting that lasts weeks. They also affect VOLUMES rather than surfaces. A mid-level wagemage with a Magic of 4 can create a Force 4 ward that lasts a month and encloses 200m^3 volume per casting (8mx8mx3m) in an afternoon (4hours).
So it's perfectly reasonable to believe that there could be several warded regions in key locations (R&D, payroll, server rooms, security stations, tactical locations, etc). That instantly gives the sec team an extra +4 dice to resist spells as well as extending the time it takes spirits to get to them. Plus any time something begins beating on the ward the mage knows and can sound the alarm.
| QUOTE (GentlemanLoser @ Dec 21 2007, 02:20 AM) | ||
Fortune, where's that explained? |
| QUOTE (SR4 FAQ) |
| When casting an Indirect Combat spell, do you need to see the target? Or can you cast at a target completely behind cover since they use ranged combat rules? You do need the see the primary target of the spell. However, as noted in the errata, Indirect Combat spells will affect other targets that are unseen by the caster as long as they are caught within the spell's area of effect. Note that the same ruling for grenades applies to Indirect Combat spells cast "at the ground" -- if the attempt is to catch targets in the spell's effect radius, treat it as an Opposed Test, no matter where the spell is actually aimed. |
| QUOTE (SR4 Errata) |
| p. 196 Indirect Combat Spells [4] Add the following line: “Note that unlike other spells, Indirect Combat spells may affect other targets that the caster cannot see if they are caught within the spell’s area of effect.� |
| QUOTE (SR4 pg. 196) |
| Indirect Combat Spells: Indirect Combat spells are treated like ranged combat attacks; the caster makes a Magic + Spellcasting Success Test versus the target’s Reaction. If the spell hits, the target resist with Body + half Impact armor (+ Counterspelling, if available), with each hit reducing the Damage Value. If the modified spell DV does not exceed the modified Armor, Physical damage is converted to Stun. Note that nonliving objects resist damage from an Indirect Combat spell with their Armor rating x 2 (see Barriers, p. 157). |
| QUOTE (Ddays) |
| Yeah, the teammates actually do get cover from the mage. Especially in the cubicle systems you describe, it's fairly easy to scurry behind a wall and hide from your own mage while the surprised enemy gets stun balled. Or even more likely, they were behind the mage in the first place. My team tries their best to not have guards run into their position without them knowing, so the whole guards burst in moment rarely happens. More often than not, they get the drop on the guards. Hm, I guess I'll just have to push the limits on what I think they can handle and see if they surprise me. I hope they have a good way of fighting the enemy mage who drops the force 15 stunball first round of combat. |
| QUOTE (Spike) |
| Thirdly: And here is, I suspect, the real problem, a failure of imagination. Force 12 Stunballs breaking your balls? Don't just pull out a BIGGER stunball. that's simple escalation, and it sucks. First: What's to stop your players from workign for that force 16! stunball eventually? Then you shoot for the force 17, and eventually people start cheating and getting stupider, the game breaks down. It is the simplest and least effective countermeasure known to man. Counter it creatively. Use the massive wall of drones, too many to hack. Use technology to counteract stun damage. Use wards. Think of the game like Judo, you don't use force to oppose force, you redirect the force where you want it to go. |
Hammer them down with 3-5 cyborgs. They are virtually unhackable, cannot be targeted by Mana spells, and have an OR of 4 +. Nasty nasty things.
In case anyone is interested, http://forums.dumpshock.com/index.php?showtopic=12837&hl=line%20of%20sight&st=0 is where people hammered into me that AoE spells effect targets behind you even if you aren't looking that way. At the time I started out with the theory that your spell only worked on the guys you were looking at, but that opinion was universally shot down.
Thanks fortune! ![]()
Edit for clarity.
So you could hit a geezer round a corner in a corridor with an Indirect Sepll aimed at a location.
But you culdn't do the same with a Direct spell.
Makes sense if you look at thier names. ![]()
Now all SR has to do is sort out the IWIN/TEHSUX binary existance Direct spells have.
It's been mentioned already but largely ignored, why in the hell doesn't the lights shut off, installed flashpacks trip, thermo smoke rise from the vents, all trigger the moment security realizes that there is a something in the building that is knocking out sec-guards right and left? It is easy for a corp that controls the enviroment in a building to make it rather hostile to invaders, Mages included.
But then again, personally I refuse to cater to one-trick-ponies, the security consultant who designed the setup doesn't care if some Runner is going to be completely gimped because he or she didn't branch out so neither do I. (Also remember that even if you assume that the corps actually care about whether or not a guard is dead or alive they would be really fragging stupid not to use the big glowing Neon Fingerprint a ( Force 12 ) spell leaves behind to their own advantage.)
Always remember that a good Mage can kill you with her mind, but a GREAT Mage has the wisdom to use her trusty predator instead.
| QUOTE (Ravor) |
| Always remember that a good Mage can kill you with her mind, but a GREAT Mage has the wisdom to use her trusty predator instead. |
First off, hello again Dumpshock. It's been a while and I've calmed down now. Came back to have a mooch through the forums and simply couldn't contain myself after reading through this thread. Yes – I've lapsed. :-/
There are a number of issues here as I see it. The basic problem as stated by the GM is that the mage player has found the same optimum strategy for himself in a wide range of situations, resulting in a repetitious game. There are a few assumptions in there as well as possible solutions.
The first is that a mage with Magic 6 is very powerful. Using the 3rd to 4th conversion guidelines, a mage with Magic 6 is equivalent to one with Magic 9 in the old system! A mage with Magic 6 should be able to take down a large number of mundane grunts on an equal playing field. That's not even mentioning the Spellcasting at rating 6 which is that of a master. I'm stating this only because some people consider Magic 6 to be normal and then decide that magic itself is over-powered. I don't think that this is the case in Ddays' game, but it's a valid observation that when you get to this level of power, it becomes much tougher to stop players stomping all over the opposition. If the power level were lower, then Stunball would not be the default option every time. In fact, it would be balanced quite well with its drain as most opposition would remain standing and Stun is less harmful than Physical. The player would certainly use a wider variety of tactics in that case. The problem is not Stunball alone, but Stunball taken to such a level of power that its weak areas become irrelevant.
Looking at the posted stats on this character, I see a well conditioned scarecrow (Bod 3, Str 1) who appears to have done little with their life other than practice throwing spells and has the reflexes of a fighter pilot. It's not all together surprising there are repetition problems with such an obviously min-maxed character. Even the selection of the tradition seems min-maxed toward combat spelling as it's one of only four (out of twenty) that has the initiative enhancing Intuition as a drain stat. I think the problems began here, not with the Stunball spell.
That said, I'm going to assume henceforth that re-calibrating the party power-level is a closed option as this is often resented by players and look at other ideas.
The second assumption that is made in the initial problem is that it is a bad thing for the mage to use Stunball all the time. It is, but note that a Samurai may always use the same gun but we don't try to force the Samurai to use a different gun every fight. Okay, I do try to bring variety here too, with confrontations at different ranges, in areas where larger or smaller guns can be smuggled, if you really want to know... but most people worry far less about the repetitiveness of the samurai. Why is this? That's another question but maybe just as the Samurai finds interest in doing things other than rolling to hit somebody, the mage can find interest in doing things other than rolling to stun things. It's not answering Ddays' question, but it is addressing it – spice the game up with more non-combat tasks. That should be even easier to do with a magician than it is with a mundane.
The third thing, and this is relevant, I think, is the issue of overcasting all the time. Casting a spell at Force 12 is not even possible for most magicians in the world. And that's a drain value of 7! Again for emphasis – 7! Physical! How is that a routine action for the PC? With ten dice to resist drain (which is good), the PC will average 3 or 4 boxes of physical damage each time he casts like this. And being an average, there are times when the mage suffers worse. Compared to the samurai who can happily throw grenades or spray bullets all day long, this is pretty significant.
| QUOTE (Ddays) |
| And really, a drain of 7 is like 3 damage with an edged resist roll. So my mage can get 2 or 3 of these off each session without significant risk. |
Yay knasser is back!
Many welcomes!
...nice ending statement...
Welcome back, knasser! We've missed you!
Aye welcome back knasser, we may seldom agree but your posts are always thought provoking.
-----
toturi, call me crazy, but I'm sure that the differences between going from being awake and fairly alert to K/O in an instant and falling asleep naturally would be easily detected by a biomoniter not to mention security footage so no, I don't see that combo as being anymore stealthy then the mundane options either.
*hugs knasser* Glad to see you back, man. You've been missed. Happy .... whatever the hell holiday you celebrate that is closest to now. I don't know where you live so have no general demographics to guess at.
Chris
EDIT: Also, now that I've read it wanted to say I agree with your points. Many of the same ones I was trying to make except you phrased it better. Also, that was a very... verbose and amusing reintroduction to the boards.
| QUOTE (Ravor) |
| toturi, call me crazy, but I'm sure that the differences between going from being awake and fairly alert to K/O in an instant and falling asleep naturally would be easily detected by a biomoniter not to mention security footage so no, I don't see that combo as being anymore stealthy then the mundane options either. |
Hey Knasser, a lot of good points.
As for the 2 or 3 physical damage, yeah, it's a bit of damage, but considering that a shot from a single mook can be just as deadly, so that makes it easier to justify the cost somewhat.
And I dislike the insinuation that I simply let them slide by thinking they succeeded, I do hit them below the belt, its just that the mage is more scrambling to stay alive than doing the stupidly heroic.
I feel like I have to defend myself as a competent GM at this point, since a lot of why I feel magic is overpowered is instead being converted to why I lack creativity as a GM. Yes, I can indeed challenge my players.
Ex: My team is in a garage specializing in sprucing up rigger vehicles. Problem: deranged technomancer with a host of machine sprites. This fight, my mage ended on the defensive, levitating the party to prevent them getting run over, sammie was blowing up the vehicles with the big guns, the two hacking capable characters trying to end the technomancer's control.
This is what I consider a successful combat, all the characters are there contributing.
Ok, now for my point about stunball.
Suppose I introduce an enemy mage. This said mage is created using the extra bad template, so he spends some additional bp in initiating and upping his magic.
How the hell do I work in the fact that he can cast super stunballs against the PCs without introducing imbalance in combat? The moment I give him enough spellcasting die to have a good chance of overcoming my PC's counterspelling, boom, half the team is pretty much screwed. And no, not using the overcasted stunball is a horrible tactical decision, considering his said enemies are known for being able to fire 2 grenades in a single initiative pass. The 2 or 3 points of drain are no where close to the hurt any of the PCs can be putting on him if they stay conscious. The whole situation just gets even worse if he uses spirits as distractions before combat.
Now my pcs have to split up or get ganked by superfoe, which for most of you GMs seems like a good thing. What if I want a mage combat that doesn't put my team in such dire straits? I don't give him stunball. The other combat oriented spells may kill the PCs, but the drain might be more damage than the NPC would be willing to risk and if the spell does get counterspelled, he may be too hurt to retreat and escape against any drones set on overwatch mode or backup. Not to mention the armor saves against damage the PCs get to make against elemental damage spells. Wouldn't that make it seem that there are some balance issues there?
Something similar to the save for half damage seen in DnD would make for a great way to make the high force stunball less binary in nature.
| QUOTE (Ddays @ Dec 22 2007, 11:02 AM) |
| Something similar to the save for half damage seen in DnD would make for a great way to make the high force stunball less binary in nature. |
One thing I would like to point out is that - in my world anyway and especially non-hermetic mages, mages don't get to see a catalog with ok... F/2+4 so a major gunshot wound... huh well I mean stunball has less drain and I can just cast it again or kill then when they are unconscious so... it's a better spell to pick at this point.
In my world you aren't going to get the ins and outs of a spell until you really get involved with it unless you are really smart and have a high arcana skill. Keep in mind if they are buying formula online or in a store... selection for combat spells should be limited and they are going to make them sound like the SHIT no matter what spell it is because they WANT you to buy it. Also, since the bad guys can't line the stats up like we can, they shouldn't be able to be like "Hmm, I'll take less drain if I develop this stun spell.... blah blah blah" to develop their own spells unless they have just insane amounts of magical theory, arcana, logic etc. It seems obvious to US that every mage worth his salt should have stun ball, but just because we can look at it and say that doesn't mean THEY can have the same thought process without alot of appropriate background. Also, just make the dice pool big enough that that mage is using some of his vaunted edged rolls for something besides CASTING spells. My players tend to save edge for resist rolls anyway because magic and rockets/grenades are nasty.
As has been said before Shadowrun is often a game of big hammers and glass figurines. Dodging or soaking the long burst from the ares alpha that lucked out and got 4 or 5 net hits, or resisting that influence or control thoughts to activate two or four of your grenades, etc is often much more important than casting or soaking a spell that well. I rarely have players that can reserve their edge for overcasting spells hardcore and then using edge to soak the resultant drain, they usually have to keep the spell for a little lower or just take a larger portion of the relevant drain.
Chris
| QUOTE (Fortune) |
| Then implement one and be done with it. Just know that it is a house rule, and one that many people feel is not warranted. |
The gist of what I just said was more that while stunball makes more sense for a Buddhist than say.... fireball or one of the other more lethal spells, such is often not the case for the opposition. I cannot expect that most Toxics, Blood Mages, Chaos Mages, or basically most mages that aren't Christian, Zoroastrian, Qabbalistic, Buddhist, etc. would find that stunball is the best fit for them. Especially sec mages, because if it take a lot of time and money and life force to learn a spell then if they get a Direct Damage spell at all I would imagine it would be Powerball because that can at least get drones and such as well. Of course there are other arguments against it, but anyway, I am digressing again.
My point is that with the exception of some logic tradition mages that are cold bastards and can make a decision involving changing/parting with/binding part of their life experience/soul/whatever the hell karma is on a cold blooded consideration of his knowledge of potential spell effectiveness, the difficulty of disrupting body patterns, and the burnout such effort would leave on his body.... well most mages would choose what fits their personality, and that is often not stunball.
Chris
| QUOTE (DTFarstar) |
| The gist of what I just said was more that while stunball makes more sense for a Buddhist than say.... fireball or one of the other more lethal spells, such is often not the case for the opposition. I cannot expect that most Toxics, Blood Mages, Chaos Mages, or basically most mages that aren't Christian, Zoroastrian, Qabbalistic, Buddhist, etc. would find that stunball is the best fit for them. Especially sec mages, because if it take a lot of time and money and life force to learn a spell then if they get a Direct Damage spell at all I would imagine it would be Powerball because that can at least get drones and such as well. Of course there are other arguments against it, but anyway, I am digressing again. My point is that with the exception of some logic tradition mages that are cold bastards and can make a decision involving changing/parting with/binding part of their life experience/soul/whatever the hell karma is on a cold blooded consideration of his knowledge of potential spell effectiveness, the difficulty of disrupting body patterns, and the burnout such effort would leave on his body.... well most mages would choose what fits their personality, and that is often not stunball. Chris |
There was a suggestion of increasing drain to the level of elemental spells. The different mechanic should be "worth" as much drain as the elemental effect.
A somewhat harsher solution: make the whole group of spells work on the astral only. There are elemental effects to cause stun, it´s closer to armed combat and therefore inherently more balanced. You might want to lower the drain a bit.
As to how a team can stop the bad super mage... depends. Having a mage with counterspelling and Shielding and Shielding focus stops offensive magic. And if your player knows what he is doing and continues on his path (YAY Knasser! Nice analysis of tthe mage), you will be looking at several grades of initiation and an unchanged magic attribute soon - he will be able to protect his team, making him even more vital.
It seems to me that the issue with effectiveness is that combat spells deal base damage equal to their Force.
Other spells, like Confusion, have an effect that is strictly proportional to the net hits scored. Stunball with 1 net hit is more effective than Confusion with 2. And it has lower drain.
A better fix might be reducing the base damage for combat spells to 1/2 Force + Net Hits or even limiting them to only net hits.
| QUOTE (Clyde) |
| It seems to me that the issue with effectiveness is that combat spells deal base damage equal to their Force. Other spells, like Confusion, have an effect that is strictly proportional to the net hits scored. Stunball with 1 net hit is more effective than Confusion with 2. And it has lower drain. A better fix might be reducing the base damage for combat spells to 1/2 Force + Net Hits or even limiting them to only net hits. |
Stunball is a combat spell. I'd figure it rather thoroughly knocks around anyone hit by it. A troll hitting you with his fist does damage comparable to some stunballs - that's hardly gentle. The only way to wake someone who has been stunballed to unconsciousness is by healing the damage or other medical means. So I figure it is fairly violent. Targets who take too much damage suffer knock down and biomonitors would probably show a wicked spike.
A true sleep spell might be a mental manipulation that causes the target to fall asleep, but they can then be awakened normally. A health spell that induces suspended animation might do the trick as well.
| QUOTE |
I feel like I have to defend myself as a competent GM at this point, since a lot of why I feel magic is overpowered is instead being converted to why I lack creativity as a GM. Yes, I can indeed challenge my players. Ex: My team is in a garage specializing in sprucing up rigger vehicles. Problem: deranged technomancer with a host of machine sprites. This fight, my mage ended on the defensive, levitating the party to prevent them getting run over, sammie was blowing up the vehicles with the big guns, the two hacking capable characters trying to end the technomancer's control. |
| QUOTE (Ddays) |
As for the 2 or 3 physical damage, yeah, it's a bit of damage, but considering that a shot from a single mook can be just as deadly, so that makes it easier to justify the cost somewhat. |
| QUOTE (Ddays) |
| And I dislike the insinuation that I simply let them slide by thinking they succeeded, I do hit them below the belt, its just that the mage is more scrambling to stay alive than doing the stupidly heroic. |
| QUOTE (Ddays) |
| How the hell do I work in the fact that he can cast super stunballs against the PCs without introducing imbalance in combat? The moment I give him enough spellcasting die to have a good chance of overcoming my PC's counterspelling, boom, half the team is pretty much screwed. |
| QUOTE (Ddays) |
| Something similar to the save for half damage seen in DnD would make for a great way to make the high force stunball less binary in nature. |
Oh, if I came off as ignoring ideas, I am not. While some of the stuff mentioned here I've used, a lot of is fresh and I'm certainly going to incorporate into future runs, and thanks to everybody who contributed. In fact, I'm specifically not mentioning which ones in case my players are monitoring the topic.
On gunshot wounds, my mage would rather take a nonlethal bullet and save himself from a painful death everytime. And he does roleplay this aspect (bloody nose being the most commonly used and cliche, minor organ trauma, bleeding from his fingernails, etc.).
And you have to remember, I'm not piling on initiation specifically to beat the mage, I'm just making a slightly stronger than pc level mage to compensate for the fact that he's fighting them all off at once. That and extended masking is in my opinion the best bonus to initiation, and a key to keeping your powerful mage from being tracked down by astral signatures.
And in my experience with magical combat, the better mage wins. Magic + Spellcasting is generally higher than Will + Counterspelling and even a single hit means death. I would love if somehow will + counterspelling somehow scaled down damage instead, but I'm afraid of house ruling for good reason. A bad houserule can turn an entire session into a wash.
Indirect spells feel weaker, but the way the damage scales according to armor and toughness is also a lot more fair for the pcs. They can potentially end up badly burnt no matter how high the force is instead of outright dead, whereas they either die or are unscratched from direct spells. It just seems that to me that direct spells are always worth the gamble of unscratched since the drain is so ridiculously low for the power in their hands.
You could always try giving Direct Spells a Damage Resistance Test.
Just without Armour.
Hmm. Each guardian spirit has counterspelling, its own edge attribute and immunity to normal weapons. And severe combat power. Fight by proxy, no real need to initiate.
What kind of drain fix do you prefer?
Keep in mind the LOS stuff we have mentioned. I will agree that with the exception of drones I can never see using lightning bolt over stun/mana/powerbolt, but the elemental damage spells- especially ball lightning- come in really handy sometimes when you can't see them, when you need to disable a vehicle, when you want to nail everyone in a group with at least a -2 DP penalty and potentially knock them unconscious.
Direct Damage spells are great, but if you don't feel you have a more than 50/50 chance of it working - as I often don't in my GMs games- then it is hard to justify when you know that Ball Lightning will do something to everyone in it's radius. I wouldn't be adverse to toning down elemental drain by 1 or 2 to reduce the disparity, but if you lay anymore penalties on DD spells then unless your mage often gets to fight people with no counterspelling and no cover you will see stunball go from his MO to a spell that never sees the light of day. Stunball, and the DD damage spells, are all very much all or nothing, besides damage being that way in their particular situation they are ALWAYS better than the opposition, but it is a very limited situation that generally- in my games at least- doesn't come up that often.
Chris
| QUOTE (Ddays) |
| And in my experience with magical combat, the better mage wins. Magic + Spellcasting is generally higher than Will + Counterspelling and even a single hit means death. I would love if somehow will + counterspelling somehow scaled down damage instead, but I'm afraid of house ruling for good reason. A bad houserule can turn an entire session into a wash. |
Biomoniters are fairly cheap, especially if you charge your employees for mandatory equipment and are a great way to keep someone from sleeping on the job. And although the data transmission is vulnerable to being hacked, every node that a corp is able to force a Decker to deal with is another chance for the Decker to screw up and be detected.
Also remember that it takes time to clean up the astral fingerprint you left behind from the necessarily high Force spell you just lobbed in order to ensure a one-shot, and I imagine that on most runs time is fairly short since the longer you stay in the building the more likely you are to be detected.
----
Ddays I know that you've stated that the Runners almost always get the jump on the sec-guards and so are able to place the Stunball where it one-shots them all after the Runners take cover (Did I miss where you responded to the idea that with ( Force 12 ) spells the Mage is going to be including himself in the AoE and even with Counterspelling active it only takes one unlucky roll to one-shot himself as well?).
I guess I wonder how that can be, even if you the sec-guards aren't using biomoniters and the team Decker is able to covertly supress the security cameras as well as the various sensors that are designed to detect intruders, the guards are going to drop out of contact and that if nothing else should put the building on alert when they miss checking in.
Still, personally I think that if I were you I wouldn't create a magical threat with the goal of being more powerful then the PC, as it has been pointed out the PC Mage is already one of the best mortal spell-slingers in the Sixth World, he should be really fragging good at what he does, although it looks to me that magic is the only thing the character can do. Instead as has been suggested already remind the Player that ( Force 12 ) spells are seen as Magical Tac-Nukes and any Mage that is capable of throwing them around is a prime canidate for an unwilling extraction and some corp "re-education" in a world where your average Mage only has ( Magic 3 ).
The reason I say that magic + spellcasting > will + counter is that generally, pc mages have 5 magic and 4 or 5 spellcasting while most mooks have 2 or 3 willpower + 3 or 4 counterspelling. Versus other runners, that quantity might change.
On visibility mods, if you survive the first round or are ambushing, popping smoke or turning off the lights could really wreck a mage, but if a hacker can force the lights off, he can just as easily force the lights on. And I think the fact that both mods kinda weaken a mage's ability to do combat doesn't force a mage to use a lightningball over a stunball. And lightningball is already awesome because of what electricity does (force unconsiousness and short out drones).
I'm currently liking both lowering the drain on elemental spells a tad to encourage their use and adding a damage resist roll to direct spells based on body. Anybody have any experience with those two house rules?
| QUOTE (Ddays) |
| The reason I say that magic + spellcasting > will + counter is that generally, pc mages have 5 magic and 4 or 5 spellcasting while most mooks have 2 or 3 willpower + 3 or 4 counterspelling. Versus other runners, that quantity might change. |
| QUOTE (Ddays) |
| The reason I say that magic + spellcasting > will + counter is that generally, pc mages have 5 magic and 4 or 5 spellcasting while most mooks have 2 or 3 willpower + 3 or 4 counterspelling. Versus other runners, that quantity might change. |
Ok, even prime runners, if they're not a mage, are going to have very high spell defense die.
And it's a lot more likely for mages to buff magic + initiation than willpower. While willpower gets capped at 6, magic can go on FOREVER (at least in theory).
So there.
I see what you're saying though.
I haven't lowered the drain on indirect spells, but me and my friends played with the resistance roll with no armor on Direct damage spells for awhile, but it REALLY killed DD spells for us. Then again I would either disallow a character such as the once shown earlier or he would probably die pretty quick, but I run a lethal shadowrun. Most of the time mages are beating their counterparts by 1 to 2 dice. So adding a resistance roll makes the lower force stunball etc. even LESS usefull I mean, if you are only getting one or two net hits on the test then why ever cast low or you risk it fizzling OR being resisted all the way down.
That being said, the way me and my groups have chosen to interpret indirect spells are the same way we treat grenades and rockets that if you are in the blast radius then each reaction success reduces the DV by 1 meters worth and then you have to soak that much with your normal test. So, DD spells are against people you feel pretty sure you will beat on tests and indirect spells are for those hard ass battles where you need every one and two damage you can get.
Chris
Bah, you're right. Adding armor resist would just make the low force stuff even worse to cast most of the time.
I guess I'll just weigh drain differently to favor elemental spells more. Thanks for the insight DTFarstar.
You can always try the tactic we use at the bottom of my last post, makes grenades, rockets, and indirect spells more deadly and worth it.
Chris
Sure the team's Decker could force the lights back on, provided that he is able to tackle the system on full alert.
However I still have a hard time envisioning why the sec-guards don't simply take cover, you can not Stunball someone you don't have LOS to while a Fireball will roast him just fine. (And yes, I remember you said your Runners almost always have the element of suprise, well I have a hard time envisioning how that works as well given the level of security that is possible relatively cheaply in the Sixth World.)
Depends on the level of training and experience.
Your average 7 nuyen an hour "dude, I watched a video and like...wow...I'm a sec guard!" minion isn't going to act like a well-trained professional because he isn't.
As you move up the corporate rating ladder, the better trained and responsive the personnel are to threats.
All of this, of course, assumes the guards are aware enough to actually take cover before hell comes knocking.
-Siege
Edit: For typos.
| QUOTE (Ravor @ Dec 24 2007, 05:36 PM) |
| ... I have a hard time envisioning how that works as well given the level of security that is possible relatively cheaply in the Sixth World ... |
| QUOTE (Ravor) |
| well I have a hard time envisioning how that works as well given the level of security that is possible relatively cheaply in the Sixth World. |
And it doesn't take a large degree of professionalism to get behind cover when you hear a gunshot or know you've got intruders. The world (and especially the US it seems) is full of people who want to think they're SAS types. I would imagine a lot of security guards being gun nuts and running Merc Warrior SIMS often enough. Given the lowish cost of the hardware and the high testosterone levels in the business, it would be more realistic for all of the guards to be toting Predators they bought themselves after Ares latest Penis Substitue ad campaign.
At the very least, I expect most of them grew up playing First Person Shooter games of various kinds.
But at the opposite end, this has reminded me of a game I ran a long time ago (D&D in this case) in which the guards took one look at the heavily armed party coming their way and ran for their lives. It drove the players nuts as they had to chase their opposition all around the dungeon . They kept bursting into rooms where surprised orcs would look at them in horror, turn tail and vanish (ah, encumberance rules!). Of course, by the end of the game, the enemy were re-grouping and ambushing the party. It makes me want to try something similar in Shadowrun just for the look on the players faces. Given their need for stealth, it could be pretty troublesome as well.
| QUOTE (kzt) |
| Yeah, it's really hard to secretly open a warded security door that is covered by cameras, radar and ultrasound, sounds a klaxon when it's not closed and has a guard inside who can see it through an armored one-way window. |
And applying the same thought process on the direct vs. indirect axis, keep in mind that the drain difference between Ball Lightening and Powerball is only +2. Significant, but in proportion. I compare Ball Lightening to Powerball rather than Stunball because Powerball is a Physical spell and therefore closer in purpose. It's one of the aspects of Shadowrun that mages usually find it easier to affect living beings than technology. Attempting to "balance" things smears out these little advantages and disadvantages until everyone is the same. I liken Shadowrun to Rock, Paper, Scissors in that everything is stronger than everything else. So I'm against altering the magic system and the drain values.
A character will be good at some things and bad at others. When a mage fights drones, she should have a harder time. If this mage is outshining other players in combat then it is because the character posted is very min-maxed to do this. The best response is to include a wider range of situations.
| QUOTE (knasser) |
| And it doesn't take a large degree of professionalism to get behind cover when you hear a gunshot or know you've got intruders. The world (and especially the US it seems) is full of people who want to think they're SAS types. I would imagine a lot of security guards being gun nuts and running Merc Warrior SIMS often enough. Given the lowish cost of the hardware and the high testosterone levels in the business, it would be more realistic for all of the guards to be toting Predators they bought themselves after Ares latest Penis Substitue ad campaign. At the very least, I expect most of them grew up playing First Person Shooter games of various kinds. |
Very good points, and useful ones. I like good justifications I can use to support the printed material and legal and bureaucratic issues covers people buying their own weaponry (though I'll have it happen from time to time).
As regards the sound of gunshots, I remember watching the movie Heat with a friend from Brazil. She burst out laughing at a scene where the bank raid has gone wrong and the robbers are having a running shoot out in the street.
I asked her what was funny and she replied (apologies here - I'm quoting): "Americans! In Brazil, if you hear a shot, everyone is on the ground. They're (americans) all stupid!"
So you may have a point, but I think the typical armed security guard should be a bit better. And the UCAS of 2070 seems a lot closer to modern day Brazil than the US of today, yes?
As regards the obviousness of the Stunball spell, I would say that there probably aren't any auditory or visual cues short of the dull thwump of collapsing bodies, but the rules state that the Perception test threshold for noticing magic is the spell's Force - 6. The accompanying flavour text suggests that you have to see the magician to perceive the spell being cast, but it's a little vague. Dday's PC's Tac-Stun isn't going to be hidden from anyone in visual range, though.
-K.
| QUOTE (Mercer) |
| But if they're that good, they'll be taking higher paying jobs against better opposition, so it should equal out. (If the runners can walk right over regular sec guards and are only challenged by the HTR teams, they should probably be raiding the places guared by the HTR-level guards.) |
Toturi - if you take that approach, then the honest truth is that most Shadowrunners could easily get regular employment that paid better than their illegal Shadowrunning lifestyle. Even those that are wanted criminals, murdered a corp employee or fled their last employers could be picked up by a rival corp. You think Renraku cares if you used to work for NeoNET and got into a fight with your manager and killed him? Of course not. They only care if you're likely to do it again. Someone who is a mage, or has the skills of a Samurai or a Hacker or an Adept is rare and valuable. If it's too hot in Seattle, ship them off to one of your subsiduaries in Hong Kong or South Africa or Dubai.
The key to making a game interesting is to create characters that do have a burning drive to achieve more.
But don't forget that there's the other side to the coin. Sometimes the jobs come looking for you and they don't wont take no for an answer. If you're that good, then maybe Lofwyr thinks you're just right for that special job. Don't want any more carrots? Fine - we have some big sticks with your party's name on them.
Just my 2 nuyen, and your mileage may vary:
No single tactic will ever reign supreme for long before somebody out there finds counters to it. Just like entrenched defenses spawned the tank, which was countered by the mine (and eventually the ATGM), which now has reactive armor, etc. If stunball from a competant mage owns everyone, then very quickly R&D departments will come up with an optimal strategy to counter, and every govt agency and corp will eventually figure it out.
It seems like we've described 4 problems:
Problem 1: Optimized mages just generally kick ass.
Magic in general has pissed off corps around the world by allowing street punks a way to overcome their elite security, and they've been refining magical defenses for nearly 70 years in SR4.
| QUOTE (knasser) |
| But don't forget that there's the other side to the coin. Sometimes the jobs come looking for you and they don't wont take no for an answer. If you're that good, then maybe Lofwyr thinks you're just right for that special job. Don't want any more carrots? Fine - we have some big sticks with your party's name on them. |
| QUOTE (toturi) |
| It is rare to have a very good skill, true. But how does someone know you are that good? Reputation. And rep can be manipulated if you know how and given the rep mechanics of SR4, you can certainly manipulate it such that your rep is low enough to avoid scrutiny. The whole point is that if the PCs manage their rep well/keep a low profile/etc, why should anything big (sticks or carrots) come their way, especially if they do not particularly want those sticks or carrots? |
| QUOTE (knasser) |
| As regards the sound of gunshots, I remember watching the movie Heat with a friend from Brazil. She burst out laughing at a scene where the bank raid has gone wrong and the robbers are having a running shoot out in the street. I asked her what was funny and she replied (apologies here - I'm quoting): "Americans! In Brazil, if you hear a shot, everyone is on the ground. They're (americans) all stupid!" So you may have a point, but I think the typical armed security guard should be a bit better. And the UCAS of 2070 seems a lot closer to modern day Brazil than the US of today, yes? -K. |
| QUOTE (Mercer) |
| If you're earning Karma, you're Rep should be going up. There's a weird little thing where you can buy down your Public Awareness by buying off Notoriety with Rep, but if you think about it, that means that in order to keep a low profile every few months you have to do something unprofessional and crazy. ("Whoops, my name is getting a little too well known in this city, better go throw the mayor under a bus on live tv, and rack up 2 or 3 Notoriety points and be a nobody again.") Characters seeking out challenges appropriate to their skill level is based on two things. One, pc's tend to like to make as much money and karma as possible and two, the game is only fun if its challenging. (Those are my assumptions going into it, anyway.) So one rationale is in-game, one is meta-game, and of the two the second is really more important. If the players are bored, it doesn't really matter how the characters are doing. To put another way, a Major League baseball player could quit the majors and become the most awesome softball player in his church league, but relatively few seem to take that option. In SR, a certain number of runners are going to not take risks and get by by doing low-paying easy jobs, but these aren't the runners the games will focus on. The games (hopefully) will focus on the people doing interesting things. |
| QUOTE (toturi) |
| If the players want to play a game with lower pay(karma or cred) jobs that their PCs can easily overcome, why not give it to them? |
| QUOTE |
| So what about buying off Notoriety with Rep? Simply failing a run gains you a point of Notoriety. You do not need to go out of your way to be unprofessional to do that. Killing an innocent person needn't be unprofessional, sometimes shit will happen. Hell, getting arrested almost certainly will net you 2 Notoriety, since the GM would give you a Criminal SIN. And incredibly bad luck simply happens, whether you are pro or not. And when a dragon tells you to work for him, you give him what he wants. |
It's this whole "logic in SR" part that I can't get my mind around. What lead you to expect that this was part of the game? Of course you can throw the mayor under the bus on live TV and nobody will recognize who you are, while if you just carry out secret jobs that are never reported to the cops for clients who never see your face or know your name it makes perfect sense that every cop in the region will have a whole file on you with pictures.
Has anyone given any thought to how a runner's rep might get around in certain circles, regardless of whether that rep was good, bad or ugly?
-Siege
Having high PA from rep means that you're basically like The Jackal, the Master of Sinanju, or Fastjack. Everyone talks about you in hushed fearful whispers. They all know that you're a badass. It's like being the protagnist of an 80s Modern Ninja novel. Your like Nicolai Hel from Shibumi. Your name travels because you are perfect.
When you get Notoriety and buy it down, your name doesn't travel as much. People stop talking about you. You're no longer a perfect super-assassin so you're not constantly on everyone's lips. Your old news, yesterday's killer, and someone is already rising to take your place.
Its like being M.C. Hammer or Vanilla Ice. There was a month in the early 90s when they were two of the most recognizable and talked-about people in the world. Now look at them. When was the last time you pulled out U Can't Touch This and put it in your tape deck? When was the last time you did backflips to the Ninja Rap?
@kzt: Fair point.
I wish it wasn't
That, too, is a fair point.
Personally, where the mechanics are wonked I'm fine with ignoring them. Public Awareness doesn't particularly seem like a place you'd need a mechanic, especially one that blows. But if I were going to whip something up on the spot, I'd keep Rep and Notoriety pretty much as they are. One acts as a Charisma bonus, one as a penalty, except to Intimidation where they combine for a bonus. Public Awareness would probably be based on the Total (not "bought down") Notoriety Score-- either the highest one-time total or the lifetime score.
Since I don't buy the "runners as rock stars" idea, I probably wouldn't have Rep add into Public Awareness. A runner who goes about his business quietly and subtly can probably run for years without amassing a PA rating, whereas the one that's throwing the mayor under a bus on live tv is probably going to rack up some impressive numbers pretty fast.
Just like I still know who Vanilla Ice and MC Hammer are, Public Awareness wouldn't be so easy to get rid of. I'd say a month in which the pc gains no new Notoriety points might lower the lifetime total by one, which could lower their PA (although it would take some time). Likewise, if the PA gets to high, they're going too have to do something drastic; fake their own death, hack Lone Star and trash their file, get a complete DNA swap, plastic surgery and a new life in the suburbs or turn themselves in and plead insanity.
Or we can just do what we did the past three editions and not worry about it.
Yep. For me "runners as rock stars" = 'Runners as John Dillinger' or 'Runners as Bonnie and Clyde'. And that didn't work out so well for anyone other then Frank Hamer and Melvin Purvis.
Hmm first:
Combat spells and overcasting:
In my games I house rule:
Direct Combat spells: Overcasting raise the 'potential' force but it is not automatic. The for is calculate as 'magic' + net sucesses (capped at the cast force).
So a Magic 6 mage, casting a force 12 stunball will Only get an effective force 12 stunball with 6+ net sucesses.
Basically overcasting allows the chance of an increase of effect (like every other spell catagory) rather then an autmatic increase.
Indirect Combat I leave alone, to improve them somewhat (and you get a double chance to resist). Overcast fireball can be VERY effective (even if the mage is likely to get burned bad too from drain).
Secondly: Just like foci, the rush (pain) of overcasting is addictive:
Look at using the addiction rules to limit overcasting to real emergencies.
I have them make an addiction check, with threshold being based off of: a) Amount overcast (force 7 at magic 6 is less addicting then force 12 at magic 6) and b) the number of times they have overcast with out rest. (generally session, but if they get extended downtime during a session then that will refresh it).
Once addicted EVERY time they cast a spell they have to make a check not to overcast it (even if overcasting would have no effect) as the crave the rush of the power flowing through them.
-------------------------------------------------------------
As to mundance dealing with mages.
Visibility: Vision enhancing eyewear is cheap... guard will have it... but does mages (using magic) no good.
Before guard go into a room, they are going to pop smoke.. sure it will hurt them some... (more then it likely hurts the sammies) but it can seriously drop the effect of the mage. (depending on if GM says NO line of sight.... or just visilibty penalties).
Two: Defending is an advantage. The 'first' strike intruders will likely get the drop and should (hopefully) easily netutralize. However, as soon as any kind of alarm goes off, the guards (not HRT) are going to go bunker mentality.
They will have defensible positions to man. They will be waiting for somebody to come through THEIR position.
If it is an 'important' facility, they will take appropriate measures.
Guard bnukers with one-way mirrored glass and gun ports. (nice armor for guards, no LOS for mages).
Beads / flaps / etc making curtains, to notice invisible people. If strands of beads move, shoot / trigger defense / etc.
Strobe lights...
Goggles (with flare comp) nicely help protect againt flares etc, yet if a mages is wearing them, he can't cast (does't have LOS) if he takes them off then he is hit with the strobes etc... (sure now a cybered mage, can ignore and still cast (since essence paid) but that means less than max magic...
Mages are rare but far from unheard of (and fairly high on the 'threat' risk of actually being involved with a breach).
While magic may or may not be involed, rest assured: Any half competent security force has atleast basic doctrine on how to minimize a mages advantages.
Are these runs in Cubicles? If so, the guards should be spaced out, Cubicles are nice, square grids with passages between them. If the guards move one guard per passage, then there will be points where the mage cannot see them all.
Apply a background count of 1, so the mage can now only cast a Force 10 Stunball. Seed some of those BC generating plants mentioned above.
Have the area of the prize be guarded by an elite team, since an alarm has alrady gone off by this point if you have been stunning security teams. This team will consist of a Counterspelling specialist(literally: specialized in counterspelling Combat Spells), a combat-rigged Drone(with the Rigger controlling, and a Hacker sitting in the Drone to do counter hacking). There will be a third hacker doing over-watch in the room. There will then be two Samurai. Remember: Alarms have gone off somewhere by now, even if the team's hacker silences them, a well trained(and experienced) response team is going to give time for verification(in person) that the threat has been neautralized before going back to 'stand by.'
How ARE they knowing where the guards are, anyway? Seriously? They are in a corp building, so I am assuming the hacker is fighting through IC to get control of the security cameras? Is the hacker really THAT good that he/she can keep doing that? Seed some key areas with ECM(you know..the Stairwells and the elevators), have the security systems not be wireless, as well, and have their main processor be isolated, maybe with automated taser turrets(or HMG turrets with belts of Stick-n-Shock) guarding the door for anyone who does not give the correct secondary passcode to the wired(not wireless) code lock?
I do not think there is an imagination problem..I think there is the problem you are just too nice to them. You made a comment way back that sounded like you did not want to kill the PCs...why not? They know this, obviously, so of course they are feeling safe...seriously, maybe you should start planning to throw a total-party kill at them, or at least, total party capture..have them try to escape without all their toys!
Any GM can create a deathtrap dungeon to achieve a TPK. But remember there are often more players than GMs and you want to stay injury-free.
True creating a death-trap dungeon with the aim of achieving a TPK is just being an ass, however in the Sixth World you don't have to do that in order to test the players, especially if they are used to being able Stunball the building's sec-guards by magically ambushing them almost every time and have such faith in the team Decker that the very idea of Matrix Security is even a joke to the DM running the campaign.
All you have to do is pretend that whoever designed the security for the building gets rewarded for every Runner team that it stops, if you want to play in 2070=2007 mindset then the designer gets a bonus, if you play in a darker world then the punishment for failure may be much, much higher. However in order to prevent the Dungeon of Doom he has to deal with a budget that is much too small to get everything that he wants and the wageslaves in the building has to be able to do their job.
Still, hardwiring most of the security systems, silent alarms, bunker-like checkpoints, strobelike effects with the lighting system, and some anti-Mage systems that only kick in if magic is suspected aren't unreasonable measures to have in any building that warrents hiring one of the most powerful and skillful mortal Mages in the 'plex to hit in the first place.
Besides, I still say that the Mage in question has better be one of the most paranoid Runners in the sprawl, because his raw power alone makes him a very attractive target, and throwing around magical Tac-Nukes like candy is almost certain to draw that type of attention his way.
Agreed. Young deckers with chips on their shoulders were dumb enough to challenge FastJack all the time back in his prime and you could make a strong argument that he's just as dominant on the Matrix as any known Awakened runners are on the Astral.
| QUOTE (Ravor) |
| Still, hardwiring most of the security systems, silent alarms, bunker-like checkpoints, strobelike effects with the lighting system, and some anti-Mage systems that only kick in if magic is suspected aren't unreasonable measures to have in any building that warrents hiring one of the most powerful and skillful mortal Mages in the 'plex to hit in the first place. |
| QUOTE (Ravor) |
| True creating a death-trap dungeon with the aim of achieving a TPK is just being an ass, however in the Sixth World you don't have to do that in order to test the players, especially if they are used to being able Stunball the building's sec-guards by magically ambushing them almost every time and have such faith in the team Decker that the very idea of Matrix Security is even a joke to the DM running the campaign. |
| QUOTE (toturi) |
| Only if the mage is reputated to be one of the most skilled mages in the plex and the person hiring him is hiring him specifically for that skill. You can be very skilled at counterspelling, you can be very good at summoning, but even to an insider, do you think that a Johnson or a fixer is going to care if you're better at spellcasting than summoning as long as you have a rep as a good shadowrunner? |
| QUOTE (Ravor) |
| And my point is that given the fact that unless I'm misremembing the Character Sheet that was posted on the board the Mage is considered World Class in general spellcasting and even better at manipulation spells, has the most raw power that any non-Graded mortal Mage can possibly have, and according to the DM routinely throws magical Tac-Nukes around like candy. So yes I think it's safe to say that that kind of behavior coupled with the skills to back it up would quickly build the necessary rep to make the Mage's life living hell. Besides, whether or not a Johnson knows or cares about the details of the Mage's skillset is moot because any Fixer worth a damn is going to care, and you can bet that the high-end Fixers always have their ears to the ground in the search of new high-end talent. |
There have been a lot of good suggestions about how to keep a spellslinger in check, but looking at the original problem, I don't see how much of a "problem" it really is. Essentially, a group of professional shadowrunners get the drop on a group of mooks who are all clustered together. Okay... at that point, it should essentially be an easy kill for the team. But what does the mage do? He overcasts a spell, and essentially both wounds himself a box or two and burns a point of Edge, all to do what could have been done in any number of other ways.
Overcasting and stunballs aren't broken. Most mages will break out that kind of firepower only when they have to - why risk injury, and expend that precious Edge, unless it's a desperate situation? The real problem is twofold. The group seems to be surprising these mooks on a regular basis, and the mage seems to feel secure enough to take on wounds and spend Edge when he doesn't really need to.
From the description of other encounters by the GM, he does seem to be able to challenge them, so it's hard to see what could be causing these two problems. All I can suggest, not knowing all of the circumstances of the campaign, is to maybe mix up the security measures a bit more, and hit them unexpectedly a few more times after they think the run is "over". Make that mage who's down a few boxes of physical and some Edge sweat a bit.
Toturi: I think you are trying way to hard. This mage is not theoretical, he exists in this particular game, he has this many dice to toss for mojo, and he regularly drops a force 12 spell two or three times a run.
He's not some guy out in the savannahs of Africa outrunning horses for the amusement of tribesmen without electricity or indoor plumbing.
He's in a major city, in a subpopulation that is pretty small, and he's hitting up corporate sites with this force 12 mojo.
Ergo: He has a rep as a mothefucking badass mojo slinger. His Fixer isn't going to keep that under his hat. Think of the fixer as an 'agent' for talent if you like, he needs to get the word out and get his boy employed for the best bucks he can for his OWN wallet. If anything the fixer is more likely to exaggerate his power, not undersell it.
You want to be a super-swoopty ninja mega-mage? Don't toss force 12 spells off like it was easy. If you use the Mojo, people will know you have it.
But isn't it actually relatively easy for *every* Mage (or rather every Mage that's good enough to still be alive and/or a PC/NPC...) to toss off high force spells?
Maybe the penalty for overcasting just isn't enough...
Bsides the inherant problem of it being too easy to become/start as a world class *anything*. With zero being classed as everyday knowledge, and three being Professional (and the average to expect from a starting character).
Hell, I'm barely at a professional level in anything (bar the RL stuff I've been doing for years and years, like driving...), but the game expects begining charcaters to be professionals in multiple areas, unlike someone who has usually dedicated thier life/focus to becoming a professional *something*.
Take the sample Ganger for example. He's an Expert in Street Ettiqute, to the levels of a Corporate Vice President, an F1 quality Biker, and a Veteren (over 4 years of professional expertise) in both Urban Survival and Shadowing.
Let alone all his Combat and Intimidation training.
From there, it's a simple step to become world class. In multiple applications.
If a beginning, sample charcater is expected to be that good (and NPCs by comparison) then the general standard for the world is to be that good.
It's gonna take a hell of a lot more than being just *World Class* to stand out from the crowd. ![]()
| QUOTE (GentlemanLoser) |
| Take the sample Ganger for example. He's an Expert in Street Ettiqute, to the levels of a Corporate Vice President, an F1 quality Biker, and a Veteren (over 4 years of professional expertise) in both Urban Survival and Shadowing. Let alone all his Combat and Intimidation training. From there, it's a simple step to become world class. In multiple applications. If a beginning, sample charcater is expected to be that good (and NPCs by comparison) then the general standard for the world is to be that good. |
| QUOTE (Spike) |
| Toturi: I think you are trying way to hard. This mage is not theoretical, he exists in this particular game, he has this many dice to toss for mojo, and he regularly drops a force 12 spell two or three times a run. He's not some guy out in the savannahs of Africa outrunning horses for the amusement of tribesmen without electricity or indoor plumbing. He's in a major city, in a subpopulation that is pretty small, and he's hitting up corporate sites with this force 12 mojo. Ergo: He has a rep as a mothefucking badass mojo slinger. His Fixer isn't going to keep that under his hat. Think of the fixer as an 'agent' for talent if you like, he needs to get the word out and get his boy employed for the best bucks he can for his OWN wallet. If anything the fixer is more likely to exaggerate his power, not undersell it. You want to be a super-swoopty ninja mega-mage? Don't toss force 12 spells off like it was easy. If you use the Mojo, people will know you have it. |
Since we're going to keep whipping a dead wageslave:
What kind of relationship does the runner have with this fixer? What kind of jobs does the fixer usually pass along - high nuyen or pizza runs?
Established fixers can be downright violent regarding their reputation as their ability to get work rises and falls based on their rep. In that respect, one would expect fixers to case the talent or at the very least have a pretty good idea of what his prospective employees are capable of.
It's all kinds of embarrassing if you contract a magical protection job to a crew who doesn't have any magical talent on tap. This is not to say it can't be done, but it would be a leap of faith for the fixer to say "sure, I trust this crew to make it happen, even though they have no magical assets in-house." Especially since it's the fixer's head on the chopping block if things go badly.
-Siege
| QUOTE |
| I'm not entirely certain of your point, but if it is that the Stun Master posted earlier shouldn't be considered unusually powerful, I disagree. This is a character that is highly optimised to doing what he does. Most people never come close to fulfilling their potential. |
| QUOTE |
| I know I've never stuck to martial arts as rigorously as I could have and it isn't because I couldn't have. Most people reach a level of "good enough" and stop. |
| QUOTE |
| Overcasting and stunballs aren't broken. Most mages will break out that kind of firepower only when they have to - why risk injury, and expend that precious Edge, unless it's a desperate situation? |
You can heal Stun damage with First Aid, but you can't heal any kind of Drain (Physical or Stun) via Magical means.
Form the http://www.shadowrun4.com/resources/faq.shtml ...
| QUOTE (SR4 FAQ) |
| Can Physical Drain be healed by magic? No. Damage from Drain must be healed by regular mundane medical care and/or rest. |
Gah!
Larger track it is then. ![]()
Hmmm... This is gonna start to get into marking different types of damage differently ( / X * Style...), as if the only heal once per injury wasn't enough (I know why it's there, it just leads to PCs cutting themselves)...
Edit: Note to self. Read the FAQ.
| QUOTE (GentlemanLoser) |
| This is gonna start to get into marking different types of damage differently ( / X * Style...), as if the only heal once per injury wasn't enough (I know why it's there, it just leads to PCs cutting themselves)... |
The cutting themselves was a little tongue in cheek.
I know it works that way, but it's far to much book keeping with SRs single damage style track for my liking.
What does everyone use to record the difference between normal and Drain damage?
And how does everyone record individual sets of first aided wounds?
Colored pens or pencils ... or even just little notes to yourself. I've never really found it too taxing, even after 4 editions.
There was a separate thread about 4E rules on damage, and the wierdness that results from two unrelated damage tracks. I'd design mages with high Willpower and thus a large Stun track, and only rarely have an equal or larger BOD-based Physical damage track. Especially if I were designing a mage to soak Drain. Largest pool I've seen to resist Drain: elvish shaman with CHA 7, WIL 5, plus fetish on the high-drain spells, total 14. He doesn't yet have Concentration; what else do people use to survive overcast levels of Drain?
That shaman doesn't go for damaging spells, though. He specializes in Illusion, Detection and Health, which happen to be the three schools for which shamanic bound elementals can sustain spells. Increased Reflexes plus Combat Sense plus Invisibility equals enough buff to fight an adept or sammie; add a Weapon Focus and that's lotsa magic which never gets Counterspelled.
One example of a Drain-soaking PC would be a dwarven hermetic mage with soft-maxed Logic (5) and Willpower (6), Cerebral Booster: 2, Focused Concentration: 2, and a Fetish limitation of his spell to add 2 more dice. That's 17 dice there, and 3 more if you get a Force: 3 spellcasting focus and use the dice for Drain (although some people think the erratta disallows that option).
By the way, I don't think that spirit-sustained spells are any less susceptible to being dispelled - they just don't distract the mage using spirits to do it, at the cost of expending the binding materials.
Toturi:
Is he doing runs in a vacuum? No. Someone hires him, probably several people hire him. He's been doing this for some time, apparently. We could even argue that his force 12 stunball is a signature move. It doesn't matter if his signature is getting assensened or not, thats entirely unrelated.
Sure, you COULD have some ninja megamage with no rep at all go around doing shadowruns with force 12 overcasted stunballs... Of course, he doesn't work with a fixer, doesn't get his jobs from a Johnson, and he has no team mates... and STILL he is going to get a rep.
It'll be 'There's this dude. No one knows his face, no one knows his name. All they know is that once a week he hits a corp site like a shadowrunner and lays down the almighty fucking mojo... I'm talking MASSIVE spells. Heard he cleared out the entire perimeter of Aztech's R&D facility, you know the one, with ONE Spell. ONE SPELL!!! Man! Do you KNOW what kinda mojo that takes?!!. And get this: Nobody ever dies. Just wake up with massive headaches. They call him the Ghostmage'.
Yup. Still gets rep.
Even with no fixer who knows his name. No Johnson who has ever hired him, no body to buy the swag from him. Of course, now we have to question exactly WHY he is shadowrunning and what the hell he's doing with that loot....
| QUOTE (GentlemanLoser) |
| I know it works that way, but it's far to much book keeping with SRs single damage style track for my liking. What does everyone use to record the difference between normal and Drain damage? And how does everyone record individual sets of first aided wounds? |
| QUOTE (Spike) |
| Toturi: Is he doing runs in a vacuum? No. Someone hires him, probably several people hire him. He's been doing this for some time, apparently. We could even argue that his force 12 stunball is a signature move. It doesn't matter if his signature is getting assensened or not, thats entirely unrelated. Sure, you COULD have some ninja megamage with no rep at all go around doing shadowruns with force 12 overcasted stunballs... Of course, he doesn't work with a fixer, doesn't get his jobs from a Johnson, and he has no team mates... and STILL he is going to get a rep. It'll be 'There's this dude. No one knows his face, no one knows his name. All they know is that once a week he hits a corp site like a shadowrunner and lays down the almighty fucking mojo... I'm talking MASSIVE spells. Heard he cleared out the entire perimeter of Aztech's R&D facility, you know the one, with ONE Spell. ONE SPELL!!! Man! Do you KNOW what kinda mojo that takes?!!. And get this: Nobody ever dies. Just wake up with massive headaches. They call him the Ghostmage'. Yup. Still gets rep. Even with no fixer who knows his name. No Johnson who has ever hired him, no body to buy the swag from him. Of course, now we have to question exactly WHY he is shadowrunning and what the hell he's doing with that loot.... |
| QUOTE |
| The sample Halloweener doesn't even have a motorbike skill and they're a motorbike gang. |
I can see that there's a nice little dispute brewing over whether the Sultan of Stunball gets a super-rep or not.
Honestly, you could play it either way, adjusting based on the fixer in question. As the fixer's personality and way of business is under the control of the GM to determine, neither attitude can be said to be correct outside of an individual game.
The most likely cause of a growing rep, imo, is not the fixer who probably wont get the amount of detail back after a run to make such judgements, but rather the corps / law enforcement and the PC's own team mates. A corp may not have their own wage mage, but after a magical assault, an expert will probably be called in to check for astral signatures, review security footage, interview survivors, etc. She will know that someone beyond normal abilities was there from this evidence and will share the knowledge with others, even if it's just the accompanying detective hearing her go "frag me" when she assenses.
However, these circles aren't likely to be the circles that the PCs move in (though it can leak back). More probable, is that one of the mage's team mates will be pumped full of novacoke and regaling the rest of the patrons of a bar with a graphic description of how is friend knocked out fifteen people with a single arcane word.
Okay, perhaps not that extreme (we hope), but that's where the information will first come from.
At least in my game. If the low-lying mage has a team with a similar attitude to avoiding success, then they might pull it off for a long time until Lone Star finally puts all the pieces together and identifies the super-mage. But no absolute verdict on this will be reached in this thread, as the factors that effect it are all down to GM preferences on NPC personalities.
I will say I've never actually come across a player that wanted to play below their character's ability though.
| QUOTE (FrankTrollman) | ||
The Halloweeners are not a Go Gang, though they do on occassion clash with Go Gangs. They run around in halloween costumes and vandalize corporate property in the Downtown Seattle region. They've also been killed almost to a man in the canon story line like 4 times since their introduction in 2050. Which means that they all die as often as Presidents are elected. -Frank |
| QUOTE ("toturi") |
| Incorrect. Someone hires him. But does he wave his high Force Stunball around as a marketing tool? You are assuming that just because someone uses something often, that something becomes associated to that someone and that someone is known for it. I could argue that his force 12 stunball is not a signature move, but just something well within his capabilities. Just because he gets his jobs from a Johnson and has a fixer does not mean that they know that he dropped the guards with just 1 spell. How do people know that there is only this 1 guy? How do you know that there is only 1 spell? Yes, you as a GM or player know that, but ask yourself if the same result can be accomplished with multiple lower Force Stunballs and if that is worth such a earthshaking reputation then. Take the result of those massive Stunballs and ask yourself how can this be accomplished? All you have is a group of security guards who wake up with massive headaches. You know the truth is that they got hit by 1 big spell. You are mixing IC knowledge with OOC knowledge in your description. I do not know what happens at your table, but I do not let my PCs get away with using OOC knowledge IC. And I certainly will not set an example of mixing IC knowledge and OOC knowledge as a GM. I know, that does not mean that my NPCs will know. If my NPCs do not know, then where does the rep come from? |
| QUOTE (Jhaiisiin @ Dec 29 2007, 04:26 PM) |
| I'd say that's not exactly IC/OOC mixing. That's the power of a rumormill. "My chummer over at the azzie place down town had a drekked up day the other day. Here's what he told me..." One person will say one thing to the wrong person, and by the time it hits general public, it could be blown way out of proportion. It'll either be one supermage, or a full legion of shock troops that only overwhelmed security by attrition. If you honestly believe this is a case of IC/OOC mixing, then you've never seen a true rumormill in action. It's scary what can come out of one with just the right words said to the right person at the right time. |
| QUOTE |
| She will know that someone beyond normal abilities was there |
In a world where we are told that 1% of the population are Awakened, and even less then that are able to cast spells, and even among the few lucky ones that are Mages the majority of them have to overcast to hit ( Force 6 ) then yes, someone who can hit ( Force 12 ) multiple times a night will stand out if they are assaulting a complex where the guards are almost always caught in groups with their pants down. Think about how fragging rare a ( Magic 5-6 ) Mage really is.
As for whether or not the rumour mill gets things right well, the Mage's behavior is going to weigh the odds against his favor in that aspect, and considering that it appears that ( Force 12 ) Stunballs is the Mage's go-to tactic I think that it is mere DM Fiat if the Runner doesn't build a rep, not the other way around.
| QUOTE (Ravor) |
| In a world where we are told that 1% of the population are Awakened, and even less then that are able to cast spells, and even among the few lucky ones that are Mages the majority of them have to overcast to hit ( Force 6 ) then yes, someone who can hit ( Force 12 ) multiple times a night will stand out if they are assaulting a complex where the guards are almost always caught in groups with their pants down. Think about how fragging rare a ( Magic 5-6 ) Mage really is. As for whether or not the rumour mill gets things right well, the Mage's behavior is going to weigh the odds against his favor in that aspect, and considering that it appears that ( Force 12 ) Stunballs is the Mage's go-to tactic I think that it is mere DM Fiat if the Runner doesn't build a rep, not the other way around. |
Keep in mind, also, that initiation has become fairly common, so a Magic of 6 is really more like a skill of 4 - impressive, but not by any means the best out there.
Well the easiest way for a magical investagator to tell whether or not a ( Force 12 ) spell was cast is to see how long the the aura remains in the Astral, you can figure that by the time the magical investagator arrives on the scene most low to mid Force spells are already unreadable, so if a spell is even visible at all it is going to warrent determining it's Force.
And although I agree that Initation is fairly common, in Fourth Edition it doesn't follow that an Initite is going to spend the additional Karma needed to increase their ( Magic ), hells, Jane Awakened doesn't even need to earn her first Grade until after she's capped out at ( Magic 6 ).
And as for how common ( Magic 5+ ) Mages are in the Shadow Community, I'd say almost as rare as Hen's Teeth, Mages are rare enough that a "mere" ( Magic 3 ) Mage can basically write her own ticket with the corps, so I'd imagine that the guys and gals able to drop Magical Tac-nukes at will would be even better off selling out to da' man.
| QUOTE (toturi) |
| A better question would be: How rare a Magic 5-6 mage runner really is? |
I've always had a bit of a logical problem with the rules for astral signatures, namely that they are identified by assensing, by another magician. Okay, so the investigating magician can identify you by that signature, if he has the opportunity to read your aura. But how does that help any other magician in identifying you? The aura information can't be recorded, so really, only the mage doing the actual assensing should be able to use the aura to identify the perp.
Plus, how could that hold up in court? It would be the assensing mage's word against the perp's. Not a problem for a corporation dealing with a SINless runner in its custody, but definitely a problem for any kind of legal proceeding. It's like trying to use a fingerprint to identify someone, when you can't produce an actual fingerprint, just someone who saw the fingerprint, and says that it matches the perp's.
There has to be some way that the information gained can be recorded, or at least shared, for auras to be useful as evidence, but I don't see anything in the rules about that, unless there's something I missed.
There really isn't any reason someone can't write a description system like they use with fingerprints. If that's useful to you, why not assume that this kind of obvious thing happened?
Not sure that solves the problem.
If the only person who saw the initial Astral Sig was the mage, so he could have just assessed someone he didn't like, and then used that description. Or indeed whatever description he felt like in the first place.
That and the description system for fingerprints is pretty generic isn't it, so lots of prints will have similar descriptions but be different?
All of the previous reasons are a big part of why it says in Street Magic that a lot of magical evidence and magically induced testimony doesn't hold up in (many) of the Sixth World's courtrooms. Astral detective work is sometimes useful for law enforcement to find who it is they intend to nail to the wall in the first place, but once they think they know who they're after they're probably stuck using that information merely to try and set up a sting or otherwise catch the culprit in the act at a later date. Just think of those goofy cop films where it's no mystery who the evil drug lord/arms dealer is and all the policeman are screaming at eachother because they have to get evidence first before they can take somebody down and you'll be on the right trail. And of course, if you're SINless, Lonestar will probably be quite happy to just go ahead and fabricate as much evidence as they need on you anyway. In the words of Dave Chapelle: "Just sprinkle some crack on 'im!"
That's actually kind of how I see it, as something similar to testimony from ghosts - it might lead you to the right suspect, but won't help you much in court. But I think it is overused as something mages need to be paranoid about.
Yes, leaving your astral signature behind isn't an optimal situation, but it doesn't mean that Lone Star and everyone else has it on file all of a sudden. It only means that a few wage mages working for that corporation will be able to identify that same astral signature later.
Truthfully, mundane forensic evidence, and leaving things that could be used as ritual links (shell casings, etc.), are both things that shadowrunners should be far more concerned about.
Isn't every gun in SR caseless? I'd assume most of the bullets would be so distorted by hitting something that you'd have a hard time matching bullets to exact guns.
| QUOTE (Cthulhudreams) |
| Isn't every gun in SR caseless? |
Yeah, though I'd be surprised if the runners went for the 'bad' option by deliberate choice.
Blood seems to be the most likely one to leave behind. And your video image.
| QUOTE (Glyph) |
| I've always had a bit of a logical problem with the rules for astral signatures, namely that they are identified by assensing, by another magician. Okay, so the investigating magician can identify you by that signature, if he has the opportunity to read your aura. But how does that help any other magician in identifying you? The aura information can't be recorded, so really, only the mage doing the actual assensing should be able to use the aura to identify the perp. Plus, how could that hold up in court? It would be the assensing mage's word against the perp's. Not a problem for a corporation dealing with a SINless runner in its custody, but definitely a problem for any kind of legal proceeding. It's like trying to use a fingerprint to identify someone, when you can't produce an actual fingerprint, just someone who saw the fingerprint, and says that it matches the perp's. There has to be some way that the information gained can be recorded, or at least shared, for auras to be useful as evidence, but I don't see anything in the rules about that, unless there's something I missed. |
Wasn't that basically just kirrilian (spelling?) photos?
Yes, I think so. But it doesn't detract from the fact that it is evidence as opposed to the magician's testimony.
Hmm, could mundanes use it with a little training or was it so specialized and touchy that you might as well pay the Mage to work her mojo?
Because if any mundane sec-guard could take a few classes and be able to capture a Mage's Astral Sig on film then not cleaning up every last trace of your Astral Fingerprint is just as bad as setting your cyber to accept all wireless connections by default.
Forget Masking, the first metamagic any smart Runner learns is the one that lets you erase your Astral Sigs quickly. (I forget its name at the moment, and don't have access to my books yet.)
| QUOTE (Ravor) |
| Forget Masking, the first metamagic any smart Runner learns is the one that lets you erase your Astral Sigs quickly. (I forget its name at the moment, and don't have access to my books yet.) |
| QUOTE (toturi) |
Until SR4 decides to retcon or canonise it, I'd go with the SR3 explanation of Mana-sensitive Film (SOTA 2064). |
| QUOTE (Ravor) |
| Hmm, could mundanes use it with a little training or was it so specialized and touchy that you might as well pay the Mage to work her mojo? |
| QUOTE (toturi @ Jan 7 2008, 04:50 PM) |
| I'd go with the SR3 explanation of Mana-sensitive Film (SOTA 2064). |
| QUOTE (Fortune) | ||
Doesn't that just capture images of Auras that are actually still present, as opposed to Signatures, which are the remaining residue of past magical activity? |
| QUOTE (Cthulhudreams) |
| Yeah, though I'd be surprised if the runners went for the 'bad' option by deliberate choice. Blood seems to be the most likely one to leave behind. And your video image. |
I've not paid much attention to the SR4 artwork, but I know that all artwork for SR3 showed cased ammo and shells being expended. Maybe RAW mentioned something I missed.
| QUOTE (Apathy) |
| I believe that in the real world there are some disadvantages to caseless ammo as well. Things like ammo durability spring to mind. (Do you really want to use ammo that's basically encased in paper if you're dragging your SMG through the sewers, in the rain, etc?) Please let me know if this understanding is incorrect. |
| QUOTE (Apathy) | ||
There are other people who could respond better to this than me, but I believe that in the real world there are some disadvantages to caseless ammo as well. Things like ammo durability spring to mind. (Do you really want to use ammo that's basically encased in paper if you're dragging your SMG through the sewers, in the rain, etc?) Please let me know if this understanding is incorrect. Of course, there are no RAW mechanics for this sort of thing. But if you need a fluff explanation why there would still be guns using cased ammo, that might fit. |
On caseless ammo, which is not quite about Stunball 12:
Wikipedia article names several issues. One major issue is heat buildup. When an empty cartridge case leaves the gun, it carries a fair bit of heat with it. Caseless ammo guns need cooling for autofire (maybe even for sustained semi-auto fire). Rube Goldberg approach: use blowback or recoil to drive a mini cooling fan...
I dunno about waterproofing issues; off the cuff, something like wax paper should suffice and still burn up during firing. I'm gonna figure that by 2070, someone has solved that issue.
Artists draw cased ammo because a) that's what they've seen and b) the cases flying out of the gun is such a stock convention when drawing a gunfight.
| QUOTE (kzt) |
The only small arm that had caseless sort of working was the G11. This gun bankrupted HK. I corresponded with someone who used one of the 2000 or so that the FRG bought. It wasn't a total POS, but it needed work. Exact reason I can't remember. When BAE bought HK out of bankrupcy I think they trashed all the G11 tooling. |
I would imagine that cased ammo might be the poor gang-banger's selection. In the Barrens he's unlikely to run into any mages, and police don't bother investigating as long as he's only killing other gangers. With soldiers it would depend on how much lighter the ammo was and how well they solved the other problems. With cops I'd guess they wouldn't see ritual magic as that likely, so they might not care about casings. Shadowrunners are the only ones who really need caseless ammo.
Also, in the same way that the guy with caseless ammo can put his gun in a plastic bag to keep the ammo from getting soggy/mildew, the guy with the cased ammo can put his gun inside a bag to keep casings from flying everywhere. As long as the guy plans ahead cased versus caseless is just a 'fluff' issue.
I'd think that small arms are likely the last thing they're worried about right now with metalstorm anyway. I think the technology, if and when it gets used, will be applied to weapon systems that are already prohibitively expensive enough where a further cost increase isn't that big of a deal as long as the weapon works better or in situations where metalstorm could actually be less expensive than the current alternatives. When it comes to small arms "If it's not broke don't fix it" tends to win out over the flavor of the month in the end. After all, there still really isn't much if anything wrong with the ol' Colt .45
Assuming someone comes up with a good manufacturing method, caseless ammo is actually likely to be cheaper due to the lack of, well, a case.
The manufacturing method I've handwaved there is a bit if
It's not enough to consider the costs of manufacturing though. Not even remotely; you need to have a customer base to make the round worth selling, and in the case of milspec grade weapons you need to accomodate a government or two to get the contracts to make the venture worthwhile. And from the military's perspective adopting a new weapon that uses new ammo can mean replacing entire stockpiles, which is tantamount to throwing out or socking away literally tons of perfectly good weaponry. Hell, the move from the ol' M1911 .45 ACP service pistol to the Beretta was as much over politics and conforming to the NATO standard ammo as it was over peformance.
| QUOTE (Whipstitch) |
| It's not enough to consider the costs of manufacturing though. Not even remotely; you need to have a customer base to make the round worth selling, and in the case of milspec grade weapons you need to accomodate a government or two to get the contracts to make the venture worthwhile. And from the military's perspective adopting a new weapon that uses new ammo can mean replacing entire stockpiles, which is tantamount to throwing out or socking away literally tons of perfectly good weaponry. Hell, the move from the ol' M1911 .45 ACP service pistol to the Beretta was as much over politics and conforming to the NATO standard ammo as it was over peformance. |
Just some notes on his character sheet....
Strength 1, he can lift and carry 10kg worth of stuff with no test.
I'm pretty sure that a flashlight, armor vest, and magesight goggles w/30m of myomeric rope weigh more than that.
Also, how is he sustaining the increased reflexes spell? (I'll note you didn't specify a spell type for the foci)
Without this sustained, he's looking at initiative of 10, which isn't exactly fantastic. If he wants to keep it sustained with his sustaining focus, that limits it to force 3, meaning at best (3 successes) he'll be at 12 initiative, and 3 passes. Not to mention having a sustained spell, which is problematic in and of itself (particularly with wards, or spirits/astral magical guards).
Another point, his vision enhancement contacts. If they're constantly clarifying and modifying the vision he's seeing, then he can't cast out of them. Just the same as he couldn't cast through nightvision goggles.
As far as mechanicals of the sheet go: he does have 4bp to spare.
He also started with 1 too many spells, though, he could easily lose one like orgasm or physical barrier.
| QUOTE (Whipstitch) |
| It's not enough to consider the costs of manufacturing though. Not even remotely; you need to have a customer base to make the round worth selling, and in the case of milspec grade weapons you need to accomodate a government or two to get the contracts to make the venture worthwhile. And from the military's perspective adopting a new weapon that uses new ammo can mean replacing entire stockpiles, which is tantamount to throwing out or socking away literally tons of perfectly good weaponry. Hell, the move from the ol' M1911 .45 ACP service pistol to the Beretta was as much over politics and conforming to the NATO standard ammo as it was over peformance. |
Oh, yeah, I didn't mean for any of what I said to impact how the SR4 rules should be interpreted. If anything, I think that it means cased ammunition should be virtually extinct. Standardization has a lot of benefits, and if the standard is caseless than caseless it is. It's not really inconceivable at all to think that at some point things came to a head and cheap caseless manufacturing became viable at the same time that many weapons were being phased out so the corps invested in a different way of handling things by 2070. I was just running my mouth about IRL issues with weapons, really, and since small arms are a rather mature technology, it's not uncommon for most advances to be incremental and more related to manufacturing and optics than widescale changes in the way the weapons actually operate at this point. Economics really is the deciding factor in many cases.
Ah right - I agree with that, though there have been some significant changes along the way, but you are correct in drilling down to the fact that most of them arise from economics, not a technological breakthroughs - like the rise of automatic magazine based weapons in general issue is due to the declining price of firearms due to improving manufacturing techniques.
I imagine the next 'wave' of firearms 'innovation' is going to focus heavily on mobile technology, but thats my misty eyed IT optimist at work there, but that would invalidate the SR look at it, which seems to be smartgun systems as the technological innovation, then bigger guns rah rah.
Although I haven't my books with me at the moment, if I remember correctly the ritual bond between your ammo casings and you should expire long before a Ritual Circle would be able to be gathered together, the CSI geeks might be a bigger threat though.
| QUOTE (Cthulhudreams) | ||
But all the weapons use caseless ammo including the milspec assault rifles It's a cool circular argument really, but all other things being equal caseless ammo is better due to the lighter weight. I agree with you about the standardized ammo thing though, which is really important due to logistics and all that. Again 'all other things being equal' is concealment for MOUNDS of handwavium, but with the standard being caseless it would seem that the exception rather than the rule would be cased. I'd assume even the massive NATO stockpiles of 7.62MM and 5.56 MM wouldn't be worth much by 2070. |
Keep in mind that weapons chambered for caseless rounds cannot fire cased ammunition, and vice versa.
| QUOTE (Fortune) |
| Keep in mind that weapons chambered for caseless rounds cannot fire cased ammunition, and vice versa. |
Yep, which is why I believe that the caseless revolution would likely have to coincide with a military initiative to adopt entirely new weapons in order to become the new standard. I'd be willing to bet that with all the balkanization and turmoil that takes place in the Shadowrun timeline probably sped things along at some point too. One would think an awful lot of ammunition stockpiles were lost or consumed over the years, so it's not unthinkable that there'd be lots of parties interested in adopting a new standard between now and 2070, especially since NATO standards aren't a consideration anymore.
Whatever happened to NATO, exactly? My memory's usually pretty good but I'm drawing a blank right now. I can't imagine it survived the shift to the UCAS and the Euro Wars.
| QUOTE (SR4 pg. 312) |
| In these basic rules, the difference between cased and caseless ammunition is that caseless ammo has its own propellant and does not have a cartridge case. A gun can fire cased or caseless ammo, but not both. |
| QUOTE (Moon-Hawk @ Jan 10 2008, 05:13 PM) | ||
Is it possible to make a weapon capable of firing both, if you set out with that specific goal? Is this something expensive/difficult, or something inherently impossible? |
Cool, thanks.
| QUOTE (Cthulhudreams) |
| That said caseless weapons are pretty immature in the grand scheme of things, and no-one has done it yet, and while it may not be impossible it would require a huge amount of extra engineering and needless production costs. So it would entail those two enemies of actually happening for a mass production weapon: difficult and expensive. |
You know, I always figured that caseless ammo was probably pointless, since they may have developed a different method of activating the primer than the current firing pin...for example, an electrical impulse shouldn't leave any identifing marks on the bullet casing (other than the microdot batch# assuming black-market bullets would have those.)
| QUOTE (cndblank) | ||
Difficult and expensive.... What is the middle name of the Pentagon? |
| QUOTE (Stahlseele @ Jan 10 2008, 05:45 PM) | ||||
target? |
| QUOTE (cndblank) | ||
Difficult and expensive.... What is the middle name of the Pentagon? |
| QUOTE (Stahlseele) | ||||
target? |
not planning on going there.
i do not like to fly.
also: look at the form of that thing, it's even got a bulls-eye in the center . .
Even some of us non-Americans think that shit is in bad taste. I don't see why you would need to be asked more than once to stop, after it is obvious you are being offensive.
*sigh* This is the sort of reason why the Department of Homeland Security has Dumpshock on their favorites list. Everybody wave.
...
And a nice greeting to the Verfassungsschutz as well!
I think y'all are overreacting to Stahl's joke. I mean, I didn't giggle or anything, but freaking come on, people. The Pentagon IS a target. It's been one since Russia was the USSR and got nukes.
Or are we forgetting that standard military doctrine held that the Pentagon and the White House were 'first strike' targets for almost 40 years, until the USSR realized that killing the people who could authorize a ceasefire was a bad plan?
...so is a certain location just south of Downtown Seattle with three letter code BFI.
Back in the Reagan days if it looked as if the missiles were going to start flying, That was where i was going to head. Better to go out quick than deal wit the aftermath. :mushroomcloud:
[edit]
...oh, forgot. [/derail]
...ok, like a civil defence fallout shelter, rather pointless at this stage of the game but it's the thought that counts, right?
| QUOTE (Adarael @ Jan 12 2008, 05:57 AM) |
| I think y'all are overreacting to Stahl's joke. |
As non-american, I still understand that the Pentagon was not only a real target, but one hit rather recently, too. And I understand that some are righteously offended at such humor, even if they could have laughed before 9/11.
And as an American I get more offended by people who get offended by distasteful humor then the distasteful humor itself.
Yeah. Still, if you are asked to discontinue distasteful humor, you should do so. My own humor is rather black, I have no problems there
| QUOTE (Moon-Hawk) |
| *sigh*Â This is the sort of reason why the Department of Homeland Security has Dumpshock on their favorites list. |
| QUOTE (Moon-Hawk) |
| Everybody wave. |
Ok, back on topic here...
| QUOTE (Ddays) |
| So you roll sorcery + magic to deal force damage, ok. But the drain is a mere F/2 + 1. A combat mage can pretty much end fights immediately with a force 12 stunball everytime. The drain is only that of a force 4 fireball. That's insane. Especially potent since it's no more difficult to land the force 12 stunball than a force 6 stunball, there's no reason to not go for the quick kill everytime. |
First Aid works just fine to fix or minimize Drain damage.
HalloranElder, the things that you mentioned sounds like the types of things I'd expect from a glitch unless you also apply such things to mundane physical damage.
Personally I think that the IC trouble that is going to be caused by throwing around magical tac-nukes coupled with making magic in general a bit more hindered by smart security is more then enough to curb abuse.
@HalloranElder: I like where you're coming from and I try to do the same, bringing in more description for Physical drain. Due to the nature of the SR4 rules, though, I keep it abstract enough to leave me descriptive wiggle-room.
However, this does remind me of the Severe Wounds rules in Augmentation. I haven't seen one result from spell drain (or anything) yet, but the potential is there and it could be a lot of fun. The glitches are unlikely, but 7 boxes of damage could happen. Perfect opportunity for the more disgusting and disturbing consequences of magic. ![]()
-K.
Anyone do a test to see if the mage gets knocked off his feet from drain? That would be fun to do, knock himself prone maybe one or 2 more stun damage as he hits the floor.
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