IPB

Welcome Guest ( Log In | Register )

15 Pages V  « < 8 9 10 11 12 > »   
Reply to this topicStart new topic
pbangarth
post Mar 23 2010, 12:47 AM
Post #226


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,230
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



Well, there you go. The new FAQ published on the 20th of this month says the vessel's augmented maximum Attribute limits the number of points that can be added by a Possessing spirit.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Mar 23 2010, 01:01 AM
Post #227


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (pbangarth @ Mar 22 2010, 06:47 PM) *
Well, there you go. The new FAQ published on the 20th of this month says the vessel's augmented maximum Attribute limits the number of points that can be added by a Possessing spirit.



Awesome... we have a winner...

Keep the Faith
Go to the top of the page
 
+Quote Post
Mordinvan
post Mar 23 2010, 02:32 AM
Post #228


Running Target
***

Group: Members
Posts: 1,444
Joined: 18-April 08
Member No.: 15,912



QUOTE (pbangarth @ Mar 22 2010, 06:47 PM) *
Well, there you go. The new FAQ published on the 20th of this month says the vessel's augmented maximum Attribute limits the number of points that can be added by a Possessing spirit.


Well doesn't that just suck for anyone who's already at the augmented maximum... Possessed by a force 18 spirit, and no change in that physical stat, but the same spirit possesses a straw scare-crow and beats the ever loving tar out of them....
Go to the top of the page
 
+Quote Post
Patrick the Gnom...
post Mar 23 2010, 03:09 AM
Post #229


Moving Target
**

Group: Members
Posts: 419
Joined: 10-February 09
Member No.: 16,863



Well yeah, it's a force 18 spirit... I would defintely say this evens the odds for materialization spirits, at least at the high end. The bear shifter is still a possibility though, I don't think he ever got to his augmented maximums and he still had 50 something soak dice
Go to the top of the page
 
+Quote Post
rumanchu
post Mar 23 2010, 03:23 AM
Post #230


Moving Target
**

Group: Members
Posts: 123
Joined: 19-February 10
From: Bakersfield, CA
Member No.: 18,179



QUOTE (pbangarth @ Mar 22 2010, 05:47 PM) *
Well, there you go. The new FAQ published on the 20th of this month says the vessel's augmented maximum Attribute limits the number of points that can be added by a Possessing spirit.


Even better:

"Even if Hardened Armor is not the character's highest armor value, it still applies for attacks whose DV do not exceed the Hardened Armor."

While I (personally) disagree with the answer on Possession maximums, it's nice to see two things that were being discussed in this thread addressed.

(Queue discussion of whether or not FAQ answers are RAW in 3...2...)
Go to the top of the page
 
+Quote Post
sn0mm1s
post Mar 23 2010, 03:36 AM
Post #231


Moving Target
**

Group: Members
Posts: 158
Joined: 27-January 10
Member No.: 18,083



QUOTE (Patrick the Gnome @ Mar 22 2010, 09:09 PM) *
Well yeah, it's a force 18 spirit... I would defintely say this evens the odds for materialization spirits, at least at the high end. The bear shifter is still a possibility though, I don't think he ever got to his augmented maximums and he still had 50 something soak dice


Even the troll I posted only loses 2 soak dice because his body is 15 instead of 17.
Go to the top of the page
 
+Quote Post
Mordinvan
post Mar 23 2010, 05:04 AM
Post #232


Running Target
***

Group: Members
Posts: 1,444
Joined: 18-April 08
Member No.: 15,912



QUOTE (sn0mm1s @ Mar 22 2010, 09:36 PM) *
Even the troll I posted only loses 2 soak dice because his body is 15 instead of 17.


That's nice, I was talking about a human with maybe a 9 strength, and a 7 body. Possessed by a force 18 spirit he now has a 9 strength 9 body. Have that same spirit possess a human shaped clump of straw, and its gets an 18 strength and an 18 body. I'm simply going to have to house rule this as it makes absolutely no sense to me.
Go to the top of the page
 
+Quote Post
sn0mm1s
post Mar 23 2010, 05:22 AM
Post #233


Moving Target
**

Group: Members
Posts: 158
Joined: 27-January 10
Member No.: 18,083



QUOTE (Mordinvan @ Mar 22 2010, 10:04 PM) *
That's nice, I was talking about a human with maybe a 9 strength, and a 7 body. Possessed by a force 18 spirit he now has a 9 strength 9 body. Have that same spirit possess a human shaped clump of straw, and its gets an 18 strength and an 18 body. I'm simply going to have to house rule this as it makes absolutely no sense to me.


The human is still gaining 36 dice in hardened armor. All it means is that the summoner/spirit needs to choose what best suits them at the time. The answer isn't always "possess the summoner".
Go to the top of the page
 
+Quote Post
pbangarth
post Mar 23 2010, 05:44 AM
Post #234


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,230
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



I had hoped that this ruling (OK, FAQ) would have eliminated the talk about the insanely high Force and ludicrously dangerous to summon/bind spirits. I think lower Force and more easily handled spirits now will come to the fore.
Go to the top of the page
 
+Quote Post
sn0mm1s
post Mar 23 2010, 05:54 AM
Post #235


Moving Target
**

Group: Members
Posts: 158
Joined: 27-January 10
Member No.: 18,083



QUOTE (pbangarth @ Mar 22 2010, 10:44 PM) *
I had hoped that this ruling (OK, FAQ) would have eliminated the talk about the insanely high Force and ludicrously dangerous to summon/bind spirits. I think lower Force and more easily handled spirits now will come to the fore.


Binding has never really be that feasible of an option. It is possible obviously, but requires a lot of planning and luck and a friendly interpretation of the fluff by the GM. Until overcasting becomes more dangerous and healing becomes more difficult summoning high force unbound spirits will still be pretty easy.
Go to the top of the page
 
+Quote Post
Mordinvan
post Mar 23 2010, 06:08 AM
Post #236


Running Target
***

Group: Members
Posts: 1,444
Joined: 18-April 08
Member No.: 15,912



QUOTE (sn0mm1s @ Mar 22 2010, 11:22 PM) *
The human is still gaining 36 dice in hardened armor. All it means is that the summoner/spirit needs to choose what best suits them at the time. The answer isn't always "possess the summoner".


No but something with stats should have better stats then something without stats once the possession is done. Something with higher stats, should still have higher stats then something with lower stats once the possession is done. As I said, this is a piece of raw which I can not really comprehend, kind like the whole physical illusion needing to meet the or of the camera when its actually bending the light. I mean it prevents the spirits in question from being overly broken unless they're possessing a body now, which incidentally I'd be doing all the time, as I don't think that limitation applies to corpses which have a very low OR to resist possession with seeing as how they are now simply meat and no longer a character, they likely aren't bound by the same restrictions for augmented limits. Hmm, play a free sprirt with the possession power, realistic from, and regenerate, and live in a troll's body.... should work, and no one should really ever know.
Go to the top of the page
 
+Quote Post
knasser
post Mar 23 2010, 08:14 AM
Post #237


Shadow Cartographer
*******

Group: Members
Posts: 3,737
Joined: 2-June 06
From: Secret Tunnels under the UK (South West)
Member No.: 8,636



QUOTE (Tymeaus Jalynsfein @ Mar 23 2010, 01:01 AM) *
Awesome... we have a winner...

Keep the Faith


Weren't we just subject to a barrage of posts insisting that FAQs were not errata and had no authority (despite no-one claiming that they did). (IMG:style_emoticons/default/biggrin.gif)

Anyway, this is a bad design decision. What it means is that possession spirits are now significantly underpowered compared to their equivalent Materialisation buddies.
A possession spirit in a living vessel now has attributes capped at metahuman maximums, a materialsation spirit does not.
A possession spirit requires a vessel. A materialisation spirit does not.
A possession spirit wishing to temporarily move astrally must relinquish their vessel and find a new one at the other end, the materialsation spirit does not.
A possession spirit is required to pass a possession roll in order to appear in the physical world, a materialisation spirit does so automatically.

Both spirits have equal ItNW.
A channeling magician gives up the ability to act independently, cast spells alongside their spirit, etc. in return for a boost to stats no better than a samurai but temporary and with greater limitations and opens themselves up to astral attack, in comparison to the materialisation mage who gets a buddy with potentially better stats, the same ItNW and whom he can fight alongside.

Alternately, he can lug a prepared, inanimate vessel around with him everywhere. Yeah, plasteel hormunculous. That works great outside unrealistic D&D style dungeon crawls.

So somebody tell me how with capped stats, possession isn't underpowered compared to materialisation.

K.

EDIT: I'm very curious as to who wrote that FAQ now that most of the original design team have left Catalyst in disgust. Anyone want to step forward, please?
Go to the top of the page
 
+Quote Post
D2F
post Mar 23 2010, 08:22 AM
Post #238


Moving Target
**

Group: Members
Posts: 765
Joined: 28-December 09
Member No.: 18,001



QUOTE (knasser @ Mar 23 2010, 09:14 AM) *
now that most of the original design team have left Catalyst in disgust.


I did not know that. Got a link for me?
Go to the top of the page
 
+Quote Post
CeeJay
post Mar 23 2010, 08:24 AM
Post #239


Moving Target
**

Group: Members
Posts: 250
Joined: 16-January 09
From: Nowhere near you... unless you happen to be near Cologne.
Member No.: 16,776



QUOTE (knasser @ Mar 23 2010, 09:14 AM) *
I'm very curious as to who wrote that FAQ now that most of the original design team have left Catalyst in disgust. Anyone want to step forward, please?


It's from the master himself (IMG:style_emoticons/default/talker.gif)

QUOTE (Ancient History @ Mar 22 2010, 07:14 PM)
Finally, after seven months of consistent bitching and me calling it quits and threatening to post it on my own site, the FAQ I mostly wrote has finally been posted! Yay!
Go to the top of the page
 
+Quote Post
rumanchu
post Mar 23 2010, 09:27 AM
Post #240


Moving Target
**

Group: Members
Posts: 123
Joined: 19-February 10
From: Bakersfield, CA
Member No.: 18,179



QUOTE (Patrick the Gnome @ Mar 22 2010, 08:09 PM) *
Well yeah, it's a force 18 spirit... I would defintely say this evens the odds for materialization spirits, at least at the high end. The bear shifter is still a possibility though, I don't think he ever got to his augmented maximums and he still had 50 something soak dice


Assuming that you are talking about this shifter:

[ Spoiler ]


*and* that said shifter would be possessed by a Guardian spirit

[ Spoiler ]


then here's a list of the various Force levels that will cap out each stat (at CharGen):

Body (Max 19) - Force 8
Agility (Max 6) - Force 1
Reaction (Max 7) - Force 1
Strength (Max 19) - Force 10
Charisma (Max 9) - Force 4
Intuition (Max 7) - Force 6
Logic (Max 7) - Force 5
Willpower (Max 7) - Force 3
Magic (Max 6) - Force 1

(I'm not even going to get into the "maximum Skill rating for spirits" discussion here -- I am willing to assume that a spirit can actually have a skill beyond 6/7)

As an extreme case, let's compare the Force 10 (maximum summoned spirit at Chargen for this bear) Materialized Guardian

[ Spoiler ]


with that same bear shifter Possessed by a Force 10 Guardian, wearing Military Grade armor (for the purposes of comparison/laziness, I am leaving out spells that may be cast on the spirit/vessel)

[ Spoiler ]


If you take the stand that the latest FAQ is RAI/RAW, it seems clear that (in the case of this bear shifter, anyways) a Possession version is *far* inferior to a Materialization at chargen, since there is only *one* die pool that is superior (physical soak -- which is totally boned by the **HUGE** disparity between 20 points of Hardened Armor and 12 points of Hardened Armor; assuming the "best case" scenario (for the shooter), the Materialized spirit basically wins every time (with the few exceptions being Facefuck-worthy for nearly *any* character) -- here are the most damaging (non-vehicle) gun types that I can think of right now:

Elephant Gun with ADPS: 9P base + (-6AP) = net 15 damage code with 1 success
Assault Cannon: 10P base + (-5AP) = net 15 damage code with 1 success
Barrett Model 121: 9P base + (-4 AP base) + (-4 AP ADPS) = net 17 damage code with 1 success.

BEST CASE (a Barrett 121 with ADPS), the shooter needs 3 net successes on the attack roll to damage the Materialized spirit, versus 1 against the Possessing spirit, to actually deal damage.

The best part is that, by "FAQ is RAW", nearly anyone who hits the example bear shifter with an ADPS-loaded firearm is going to damage it (since the attacker only needs a base (ie: the number on the table, with 0AP from the weapon) damage code of *at least* 7P to (potentially) damage it) versus the (net, not counting APDS) damage code of 15+P to have a shot at damaging the materialized spirit. (If we assume that the recent FAQ is as good as RAW: "Yes. The dual entity's Physical attribute + Force of the spirit cannot be greater than the vessel's maximum augmented attribute" -- which limits Magic (and, thus, Immunity to Normal Weapons) for a chargen shifter to 6, even while Possessed.)
Go to the top of the page
 
+Quote Post
Muspellsheimr
post Mar 23 2010, 09:49 AM
Post #241


Neophyte Runner
*****

Group: Members
Posts: 2,336
Joined: 24-February 08
From: Albuquerque, New Mexico
Member No.: 15,706



QUOTE (knasser @ Mar 23 2010, 01:14 AM) *
Weren't we just subject to a barrage of posts insisting that FAQs were not errata and had no authority (despite no-one claiming that they did). (IMG:style_emoticons/default/biggrin.gif)

It is not. It continues to directly contradict the Rules as Written in multiple instances. It remains a null document in rules discussion (see my post on the subject).

Regardless of the (lack of) relevance of the updated FAQ, I have already provided rules quotes of Possession adding/modifying the attributes of the vessel, and have not encountered anything stating they are an exception to the augmented maximums. No one has successfully provided a rules quote stating they are an exception. And so, my assertion that Rules as Written, Possession is subject to augmented maximums stands as correct.



Note: Just to be absolutely clear, in my game, Possession attribute increases affect the base vessel values instead of augmenting them, and so are not subject to the maximum (and in fact increase it). However, just like their Materialization counterparts, they use Force ÷ 2 (round up), plus modifiers (to a minimum of 1) for all Physical and Mental attributes (including said modifiers to the vessel).

They also use Force ÷ 2 (round up) for skill ratings, and Task / Guardian spirits can only be given skills the summoner possesses (similar to the restriction on a Spirit of Man's spells).

The end result has thus far been low Force spirits remain largely the same as before, while high Force spirits remain incredibly useful and effective for anything they where good at previously, without breaking the power curve (also keep in mind that the maximum Force is 20, as Magic cannot exceed 7 naturally [Essence + Initiation, maximum 7], & uses the same augmented maximum rules as other attributes). While the spirit change was a balance alteration, simply having the maximum Magic/Resonance & Initiation/Submersion [5] has significantly improved gameplay without actually affecting any of the characters.
Go to the top of the page
 
+Quote Post
dirkformica
post Mar 23 2010, 10:33 AM
Post #242


Moving Target
**

Group: Members
Posts: 104
Joined: 30-August 08
Member No.: 16,288



QUOTE (CeeJay @ Mar 23 2010, 12:24 AM) *
It's from the master himself (IMG:style_emoticons/default/talker.gif)


Ancient History has some SERIOUS face skills! He's just convinced people he wrote Street Magic and is the definitive source on Shadowrun rulings. Nice roll, my friend! Hope you didn't have to burn edge. (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
tagz
post Mar 23 2010, 08:18 PM
Post #243


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



Personally I like the clarification and prefer the maxed attributes. To me it's more about what the metahuman body can handle rather then about the spirit's abilities. Makes sense to me that if pushed past these limits the spirit could destroy it's own vessel, which I doubt it would want to do in most cases.

That said though, I would allow a "Possession Redlining" houserule in my game similar to cyberlimb redlining:
QUOTE
Optional Rule:
Redlining A Cyberlimb
If the gamemaster allows it, cyberlimbs can be pushed beyond their design parameters. A cyberlimb user can take a simple Action to temporarily override cybernetic safeguards and "redline" the cyberlimb's attributes, increasing Strength or Agility to any value up to double the cyberlimb's normal rating in that attribute. The character may even exceed his augmented maximum in this way. At the end of each Combat Turn a cyberlimb is redlined in this manner, however, the limb and the character suffer damage from muscle sprains, ligament tearing, and general biostress. The DV of such damage equals twice the attribute modifier taken by redlining in Stun damage, and is resisted with Body. For example, a character who redlines his cyberarm from Strength 4 to Strength 8 to pull open a door will suffer 8S damage each Combat Turn he redlines his arm.


For "Possession Redlining" (for lack of a better name) I'd use a similar rule, allowing up to the Spirit's attributes as the cap, allowing a temporary push past the maximum. Damage would still be 2x the modifier and tracked separately between spirit and vessel, both making their own resistance tests. A spirit may do this on any willing vessel, or unwilling with a Force x2 vs. Intuition + Willpower test.

I think that's a fair and fun solution. Can still get those crazy stats but only when you really need it. Can even do it to hostile enemies you've possessed but the process hurts the spirit too so if overused you kill your own spirit off. I kinda like it, anyone have any suggestions of changes that they see should be made? I don't play much with possession rules so I may have missed an exploit or something.
Go to the top of the page
 
+Quote Post
knasser
post Mar 23 2010, 09:17 PM
Post #244


Shadow Cartographer
*******

Group: Members
Posts: 3,737
Joined: 2-June 06
From: Secret Tunnels under the UK (South West)
Member No.: 8,636



QUOTE (Muspellsheimr @ Mar 23 2010, 09:49 AM) *
It is not. It continues to directly contradict the Rules as Written in multiple instances. It remains a null document in rules discussion (see my post on the subject).

Regardless of the (lack of) relevance of the updated FAQ, I have already provided rules quotes of Possession adding/modifying the attributes of the vessel, and have not encountered anything stating they are an exception to the augmented maximums. No one has successfully provided a rules quote stating they are an exception. And so, my assertion that Rules as Written, Possession is subject to augmented maximums stands as correct.


And I have already replied to this argument the first time around (what is this, the third now?). You keep asking for a rule that says "this is an exception to the augmented attribute" and I keep pointing out that you'll not find one because those rules don't apply. You add the Force and the Attribute to calculate the rating of the new entity. it's not a boost to the vessel's attributes, the vessel has been replaced as the book states.

But I've no interest in playing silly games when you raised this, got a reply and ignored it, just repeating the same "Fred gets a bonus because the rules don't say he doesn't" argument. Unless you can bring up something new which you havne't done so far, I see no profit in going round in circles so I'm done with this side of the topic.

QUOTE (D2F)
I did not know that. Got a link for me?


This is all over the place now, I'm afraid. If you start with Frank Trollman's post (he's the guy who actually wrote the possession rules, by the way and he begged them not to change things to use caps) and work your way through the thread. Freelancers have not only left, but several of them are now withdrawing copyright until they're paid, causing various shadowrun books to be withdrawn from sale.

tagz: That's a good idea about adapting the cyberware redlining rules. They do fit well. But my objection still remains, essentially. You've got this possession spirit taking these redlining risks just to get up to the level that a materialisating spirit gets for free.

Nobody's really answered my questions as to why possession (if you use the new FAQ) doesn't immediately become much inferior to Materialisation over all. The only thing in the favour of possession spirits is using powerful inanimate prepared vessels and any GM who tries to argue there aren't myriad ways to deal with a plasteel hormunculous being dragged around by the party really needs some help.

I see the new FAQ as a poorly thought out response to a lot of people who didn't really get how possession worked out in play, much the same way that SR4A mangled Direct Combat spells to a non-sensical version and like Unwired where they tried to answer people's questions based on the real world Internet with a lot of new material which didn't really work with the original Matrix system in 4th. People who didn't really understand how to use possession in play were disproportionately loud and some devs went and changed things accordingly.

I suppose next, we'll have people arguing that Materialisation is over-powered, so we can reduce that too, then it will be something technological and eventually we can all play D&D 4th where everything is the same but has different names.

*sigh* Sucks to be a possession mage.

K.
Go to the top of the page
 
+Quote Post
tagz
post Mar 23 2010, 10:01 PM
Post #245


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



Well knasser, I don't really think that possession and materialization were ever intended to be balanced with each other. Just my opinion.

It's like comparing the Levitate Spell to the Calm Pack spell. One might say that since they are both manipulation spells and have the same drain code that they should have the same amount of utility. Clearly, Levitation has more. A character picks what spells they know at character creation, knowing they have a limited number. So they pick the spells that suit them best. The only major difference with this process and Possession and Materialization is that those tradition types are mutually exclusive. So, one must think harder about the pro and cons before committing the decision.

Another example might be comparing a mundane character build to a magician build. Obviously, the two are very different and will have different strengths and weaknesses. The argument can be made that the magician is clearly overpowered compared to the mundane. But people still play mundanes, and I've seen plenty of mundane builds, and play-styles that put certain mages to shame.

If you're looking purely at numbers then yeah, one seems better then the other, but we have to remember the other factors as well that come into play. Possession still has great utility, even if less raw power at high levels.
Go to the top of the page
 
+Quote Post
sn0mm1s
post Mar 23 2010, 11:18 PM
Post #246


Moving Target
**

Group: Members
Posts: 158
Joined: 27-January 10
Member No.: 18,083



QUOTE (Muspellsheimr @ Mar 23 2010, 02:49 AM) *
The end result has thus far been low Force spirits remain largely the same as before, while high Force spirits remain incredibly useful and effective for anything they where good at previously, without breaking the power curve (also keep in mind that the maximum Force is 20, as Magic cannot exceed 7 naturally [Essence + Initiation, maximum 7], & uses the same augmented maximum rules as other attributes). While the spirit change was a balance alteration, simply having the maximum Magic/Resonance & Initiation/Submersion [5] has significantly improved gameplay without actually affecting any of the characters.


I don't follow here. How is the maximum Force 20? Magic can exceed 7 Naturally.

"An initiate's natural maximum for a the Magic attribute is 6+ her grade of initiation." pg 198 SR4A.
Go to the top of the page
 
+Quote Post
rumanchu
post Mar 24 2010, 12:08 AM
Post #247


Moving Target
**

Group: Members
Posts: 123
Joined: 19-February 10
From: Bakersfield, CA
Member No.: 18,179



QUOTE (sn0mm1s @ Mar 23 2010, 04:18 PM) *
I don't follow here. How is the maximum Force 20? Magic can exceed 7 Naturally.

"An initiate's natural maximum for a the Magic attribute is 6+ her grade of initiation." pg 198 SR4A.


Based on some of the earlier text in that post, I believe that he uses house rules in his game to smooth out some of the rough spots in the rules. I may be mistaken, though.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Mar 24 2010, 12:12 AM
Post #248


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (knasser @ Mar 23 2010, 01:14 AM) *
Weren't we just subject to a barrage of posts insisting that FAQs were not errata and had no authority (despite no-one claiming that they did). (IMG:style_emoticons/default/biggrin.gif)

Anyway, this is a bad design decision. What it means is that possession spirits are now significantly underpowered compared to their equivalent Materialisation buddies.
A possession spirit in a living vessel now has attributes capped at metahuman maximums, a materialsation spirit does not.
A possession spirit requires a vessel. A materialisation spirit does not.
A possession spirit wishing to temporarily move astrally must relinquish their vessel and find a new one at the other end, the materialsation spirit does not.
A possession spirit is required to pass a possession roll in order to appear in the physical world, a materialisation spirit does so automatically.

Both spirits have equal ItNW.
A channeling magician gives up the ability to act independently, cast spells alongside their spirit, etc. in return for a boost to stats no better than a samurai but temporary and with greater limitations and opens themselves up to astral attack, in comparison to the materialisation mage who gets a buddy with potentially better stats, the same ItNW and whom he can fight alongside.

Alternately, he can lug a prepared, inanimate vessel around with him everywhere. Yeah, plasteel hormunculous. That works great outside unrealistic D&D style dungeon crawls.

So somebody tell me how with capped stats, possession isn't underpowered compared to materialisation.

K.

EDIT: I'm very curious as to who wrote that FAQ now that most of the original design team have left Catalyst in disgust. Anyone want to step forward, please?



That is a good Point Knasser... I was one who said that the FAQ was no longer supported and was outdated... with a new Faq neither point is the case. As such, I would have to rethink my statements...

I am one that says that Possession Spirits are not underpowered to Materialization spirits...

As for who wrote the FAQ... I believe that Ancient History had a big hand in it from the Start... ask him, I am sure that he will tell you......

Keep the Faith
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Mar 24 2010, 12:21 AM
Post #249


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (rumanchu @ Mar 23 2010, 02:27 AM) *
Assuming that you are talking about this shifter:

[ Spoiler ]


*and* that said shifter would be possessed by a Guardian spirit

[ Spoiler ]


then here's a list of the various Force levels that will cap out each stat (at CharGen):

Body (Max 19) - Force 8
Agility (Max 6) - Force 1
Reaction (Max 7) - Force 1
Strength (Max 19) - Force 10
Charisma (Max 9) - Force 4
Intuition (Max 7) - Force 6
Logic (Max 7) - Force 5
Willpower (Max 7) - Force 3
Magic (Max 6) - Force 1

(I'm not even going to get into the "maximum Skill rating for spirits" discussion here -- I am willing to assume that a spirit can actually have a skill beyond 6/7)

As an extreme case, let's compare the Force 10 (maximum summoned spirit at Chargen for this bear) Materialized Guardian

[ Spoiler ]


with that same bear shifter Possessed by a Force 10 Guardian, wearing Military Grade armor (for the purposes of comparison/laziness, I am leaving out spells that may be cast on the spirit/vessel)

[ Spoiler ]


If you take the stand that the latest FAQ is RAI/RAW, it seems clear that (in the case of this bear shifter, anyways) a Possession version is *far* inferior to a Materialization at chargen, since there is only *one* die pool that is superior (physical soak -- which is totally boned by the **HUGE** disparity between 20 points of Hardened Armor and 12 points of Hardened Armor; assuming the "best case" scenario (for the shooter), the Materialized spirit basically wins every time (with the few exceptions being Facefuck-worthy for nearly *any* character) -- here are the most damaging (non-vehicle) gun types that I can think of right now:

Elephant Gun with ADPS: 9P base + (-6AP) = net 15 damage code with 1 success
Assault Cannon: 10P base + (-5AP) = net 15 damage code with 1 success
Barrett Model 121: 9P base + (-4 AP base) + (-4 AP ADPS) = net 17 damage code with 1 success.

BEST CASE (a Barrett 121 with ADPS), the shooter needs 3 net successes on the attack roll to damage the Materialized spirit, versus 1 against the Possessing spirit, to actually deal damage.

The best part is that, by "FAQ is RAW", nearly anyone who hits the example bear shifter with an ADPS-loaded firearm is going to damage it (since the attacker only needs a base (ie: the number on the table, with 0AP from the weapon) damage code of *at least* 7P to (potentially) damage it) versus the (net, not counting APDS) damage code of 15+P to have a shot at damaging the materialized spirit. (If we assume that the recent FAQ is as good as RAW: "Yes. The dual entity's Physical attribute + Force of the spirit cannot be greater than the vessel's maximum augmented attribute" -- which limits Magic (and, thus, Immunity to Normal Weapons) for a chargen shifter to 6, even while Possessed.)



What you seem to be forgetting, though, is that the spirit STILL gets that armor rating to resist the damage when it comes time to do so... even though it bypasses the ITNW portion of the Resistance is irrelevant in teh long run because that armor is still used in the Damage Resisteance test...

Keep the Faith
Go to the top of the page
 
+Quote Post
McCummhail
post Mar 24 2010, 12:39 AM
Post #250


Moving Target
**

Group: Members
Posts: 388
Joined: 30-July 09
From: Charlotte, NC
Member No.: 17,452



My mind is blown.
We get a FAQ and the 'debate' swings 180.
The 2v2 becoming 3v1 and all the other positives still remain,
except ridiculous statistics for a munchkin magi.
Go to the top of the page
 
+Quote Post

15 Pages V  « < 8 9 10 11 12 > » 
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 6th June 2025 - 03:05 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.