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> Aspected Magicians, Perhaps there are ways to simulate one?
Fortune
post Oct 11 2005, 10:19 PM
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QUOTE (Azralon @ Oct 12 2005, 02:41 AM)
I think I'm with NightmareX.  The advantage to being Aspected over Full should be cheaper BP cost of your magician-type Quality, under the premise that you can do fewer things than a Full.  The saved points should let you afford more of whatever you've specialized in.

I suspect that the problem some folks are seeing is that if the difference between Full and Aspected is 5, 8, or even 10 points and is therefore so comparatively small, then why specialize?  If you're saving only 10 points to be a pure Conjurer then you're giving up a whole lot of potential abilities for, say, +1 to an attribute.  That doesn't seem like a fair swap.

I'll point out, though, that you're also not going to be spending points on your Sorcery skills nor your starting spells. So you're in effect "saving" those points too. A pure Sorcerer's savings would consist only of the Conjuring skills, so that sounds like it might actually be a "worse" deal. But hey, spells typically cost less drain than spirits, so it might be a wash.

Then someone could say that "well, I can save points on those anyway just by not picking them; I want a bonus for restricting myself in the long-term."  My answer would be "If you intend on never conjuring ever, then take the three associated Incompetent qualities and here's your 'free' 15 BPs."

That might seem like "Hey, I can be an aspected mage for free!" but there's a more subtle expense going on.  You used up 15 of your 35 possible Positive Quality points and 15 of your 35 possible Negatives as well.  From a BP expense point of view, sure, that balances to a net difference.  But you're restricting yourself in another way, and I find that equitable.

I see no problem with this idea.

I also see no real problem in just assigning the Aspected Magic Quality a 10 BP cost, and list in the description the limitation to one Magic Skill Group (although other non-Grouped Skills are still able to be learned) and Astral Perception. The Group that the character does not choose is treated as if he were a mundane, in that, like all Magic Skills, the Defaulting rules do not apply. But that's just me. :)
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elbows
post Oct 11 2005, 10:27 PM
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The ones who really lose out in this system are the elementalists and shamanic adepts (or whatever they're called in 3rd edition). They need to buy all the same skills that a full mage does, but they're a lot more limited in what they can do with them. And they can't get BP back by taking the Incompetent flaw.

I'm not sure there's a good way to bring them back in SR4, which is too bad, because they were neat character types.
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Xenith
post Oct 12 2005, 01:13 AM
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I agree. They don't really have to be as powerful as they where back in SR3 and pervious editions, simply playable.
I keep reading the qualities but I keep finding that theres little in the way of creating Shamanists or Elementalists. unfortunately, custom qualities might be what the doctor ordered.

I'd say make Aspected Magicians be a 5 bp quality, with a certain defined specialization, using the classic definitions as a basis, but not necessarily the only options, and have only Astral Perception.

While I'd be willing to play this as is, perhaps something to balance it is in order... I'm just not sure what it would be that wouldn't cancel out the 5 bp cost.

[Edit: Perhaps a spirit bane for the opposing spirit type would work to gain a few more points back for the Elementalist or Shamanist. Also, for a Shamanist, if they have a bonus to a certain spirit or spell type, use the related spell type or spirit from the chart in the magic section for them. I think this would work, unless they receive multiple magic skill bonuses, a that point just use those only to determine their focus.

eg- A spirit gives a +1 Athletics and +1 Manipultion spell bonus. Use the Manipulation type to determine which spirit they may summon. If another spirit gives a bonus to beast and Healing spells, then the Shamanist is only able to cast Healing spells and summon Beast spirits.]

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NightmareX
post Oct 12 2005, 05:03 AM
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Um, guys? Check the spoiler (The original post is buried a bit down on the first page of this thread, so it's easy to overlook)

[ Spoiler ]


I went with 7 bp for this because they get fewer abilities than a magician adept (10 bp), but more than an adept (5 bp). Kinda a halfway point.

Admitedly, tradionalists in this model aren't really a discount (for the reasons elbows stated). Any ideas about how to fix that?
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Fortune
post Oct 12 2005, 08:24 AM
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Personally, if I really felt the need to balance things out to the nth degree, I'd go with 10 BP for Sorcerers and Conjurors, and 5 BP for Shamanist or Elementalist-type characters.

I don't like using 7, or other non-multiples of 5.
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Gothic Rose
post Oct 12 2005, 08:25 AM
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I agree, 10 (or even 5, I guess) is better than 7, because 7 doesn't jive with all the other qualities.
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NightmareX
post Oct 12 2005, 08:43 AM
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QUOTE (Gothic Rose)
I agree, 10 (or even 5, I guess) is better than 7, because 7 doesn't jive with all the other qualities.

Very true, didn't think of it that way. 8)
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