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#1
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Target ![]() Group: Members Posts: 94 Joined: 15-May 03 Member No.: 4,591 ![]() |
Greetings.
I'd like to avoid any munchkin issues, but I'm at bit of a loss. Why would anyone play a Magical Adept over a full Mage? Can't most of the adept powers be simulated with either Magic or Low Essence cyber-ware? If so, what advantage is gained by being an Adept? What am I missing? Any input's appreciated. R |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 349 Joined: 16-January 05 Member No.: 6,984 ![]() |
2 words, B priority
Or alternately: Lower cost So you get more skills/better stats/more cash |
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#3
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 ![]() |
No you don't. Being an Adept of the Magician's Way is priority A.
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#4
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Improved Ability: X
Weapon Focus. Centering 2 (Your weapon focus of choice) Magic resistance + Spell Defence + Shielding. Mystic armour + Armour Enchanced Aim + Improved Pistols |
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#5
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Moving Target ![]() ![]() Group: Members Posts: 349 Joined: 16-January 05 Member No.: 6,984 ![]() |
True, misread. My mistake.
Well there are adept powers than cannot be reproduced by spells or cyber, such as improved skill, or traceless you also don't need foci to keep an adept skill running, unlike mage spells. It's a matter of what you want really. Besides some concepts work better with a magician's way adept. *Still plans on making a magical girl sometime* |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 192 Joined: 19-July 04 From: N 42° 43.799'. W 84° 27.901' Member No.: 6,496 ![]() |
Well, it depends on which way you're developing the character. I wouldn't make a Magical Way adept as a spell hurler who happens to have some adept powers. As you noted, for most of what a magician would find useful, you could probably duplicate it with low powered cyberware.
The main benefit afaik, is the flexibility of an adept who has spells at his fingertips. For example, you could take a improved reflexes at +3 at force 1, put it in a force 1 sustaining focus, and then learn masking. It'll be covered by your passive masking, leaving you with a more or less permanent +3d6 to your initiative. (which is roughly equivalent to 2 levels of wired reflexes, a little worse statistically). You spend 2 spell points, more money, but only 1 power point instead of three. a force 1 levitate would allow you to fly, albeit slowly. So on and so forth. If you're willing to risk physical drain, there's a horde of low drain spells out there you could use at higher forces. (Improved invis, stealth, heal (Heh heh), and so on.) I'd recommend using that iniatory point to up your spellcasting ability though, since it's the first to go if you lose magic--best to have a buffer. On the adept side, you could go social and take kinesics (no starting PC can take cultured phermones, and kinesics are better anyway) or go physical and take killing hands or whatever. You're then dealing with an adept who has a handful of spells to improve his performance. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Ambidextrous + Improved Pistols + Enhanced Aim + Centering (Pistols) + Item attunement = 4 shots per phase at TN2.
Ambidextrous + Improved (weapon) + Enhanced reflexes + counterattack + weapon focus + Increase Strength/Strength Boost + Centering (Weapon) = blender Throw in some nice decrease body spells... I'm sure I've missed out some stuff that can be included... And do all this from invisibility. |
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#8
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
I have an magician adept in my current group. Works out fine so far, but the fact that he is unable to scout in the astral is really a big handicap. Sure, you can pick up Astral sight for 2 magic points, but that's very expensive.
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#9
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
Isn't there a limited astral projection metamagic skill for Magical Way Adepts?
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#10
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Great, I'm a Dragon... ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 ![]() |
Don't know at the moment. The player of that char would probably know it and he hadn't mentioned it, so...
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#11
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Limited Astral Projection is a Metamagic from SotA64, usable only by Magical Adepts. The limitation is that you substitute minutes for hours for the duration.
GentlemanLoser: I am not sure if you know it from your above post, but AFAIK Centering is available per skill category. You wouldn't have Centering (Pistols) or Centering (Swords), but rather Centering (Ranged Combat) and Centering (Melee Combat). |
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#12
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Created with the house rule that magician adepts gain metamagic with every initiation (except to shed gaesa), in part because nobody thought it made sense, and in part because he's a shaman of a very unusual totem (darkness) and so isn't welcome in the multi-style Initiatory group the PC Adept is part of, and is too conditioned against expecting help to go find one, so he's initiating with brutal costs...
Improved invisibility + ambidex + weapon focus (3) + increase str (4) + aptitude (swords).. TN 3 in melee, and once you get up to skill 8... that's 15 dice per round (applying weapon focus bonus only once, since getting the bonus with both hands is a touch on the crazy side (force 3 would give 4 dice.. force 4 would give 6..).. if I want it on both, I'm going to get a second weapon focus..) All spells on sustaining foci. Add in improved reflexes, improved quickness, some sense mods, and quickdraw.. A martial art... that let you buy manouvers for weapons.. and you have multi-strike and whirling as well. Couple that with a few force 4 spells (powerball, manaball, stunball) and you have a character that can slaughter goons magically, and take out most anything with swords. Add in an ally spirit initiation and you have all the abilities of a weak mage with the combat ability of an adept. Add a power focus to the mix and you can throw any spell a starting mage can without going into physical drain, with a lot more melee ability and a few metamagic techniques to round it out. (Mine are masking, divining, and shielding as I recall.. haven't gone with centering yet, it's next on the list) |
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#13
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
I'm sorry, any aptitude (some combat skill here) is cheezy and geared for fighting already. The book even says the GM should consider it carefully.
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#14
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Beetle Eater ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,797 Joined: 3-June 02 From: Oblivion City Member No.: 2,826 ![]() |
Quick Strike, Multitasking, Improved Senses (not resisted like the dumb detection spells), and a few choice powers like Killing Hands (drainless) can make a Magician's Way adept pretty badass. And Geasa can make the Magical Power a bit cheaper.
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#15
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
It's potentially unbalancing. That's very different from cheesy. Aptitude (anything) represents someone who's got exceptional instincts in that. For there to be NO aptitude (combat stuff), then that would be cheesy, because you're saying that NOBODY is a natural at some type of fighting. It's no worse then the magician/shaman taking aptitude (sorcery) which if I recall correctly is perfectly legal with no warning. Personally, considering the spells our group slings around as an example, it's a heck of a lot better than aptitude (sorcery). |
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#16
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Actually, the recommendation is against all Combat, Magical, or Computer skills.
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#17
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Ah, alright.
The point about nobody being a natural in that department becomes all the more relevent for the 'cheesy' stuff. It's potentially unbalancing. It still makes sense that people would have it. (I don't personally have the book, just the GM does, so I can't check the exact lines, just go with my trick memory. Apparently I should reread it.) Personally, I wouldn't recommend it in a low power game, because it would be a far more serious thing there. But.. the adept started into a fairly high-powered game -- the other two characters had 15+ karma pool. Beyond that, just that I wouldn't recommend it doesn't mean that it shouldn't happen. I'd be just as concerned about a troll Sam with natural body 11, a pair of cyberarms, and titanium bones.. (body 14), or even worse, a pair of cyberlegs instead of cyber-arms, for body 15. |
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#18
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
But, a body of 15 isn't as game-breaking as -1 to ALL TNs permanently. Aptitude anything is a serious bonus. Aptitude pistol + laser sight gives you benefit of a smart link. How about that same troll, with aptitude polearms, and a polearm? base 3 TN in melee combat with 3 (or is it 4?) reach.
Aptitudes problem, is that you can tag it on any other game-breaking thing, and make it worse. |
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#19
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Body 15 is a LOT more of a gamebreaker. Troll, Aptitude Polearms, reach 3, TN 3. Fine... they'll tear through most of the opposition they'll face. That's alright, they should. They will NOT tear through the adept charging in with killing hands and close-in fighting, or the other Sam using the same and a set of dikoted spurs. They might win.. but it's nowhere near certain. Troll tossing 15 body though? Ordinary armour drops most soaks down to 6 or less. They can soak a LOT of stuff without taking damage. They just don't go down. (They don't go down at body 11.. the only things that have done much damage to my Sam with body 11 are: dragonfire. Full auto in the back. Tazer shots with 7+ successes. A direct hit with an AV rocket (Admittedly, he was in hardened powered armour, helmet, the works, so had some pretty scary armour values), and lightning spells. Only the lightning spells and tazer shots aren't as good now because he's got nonconductive FFBA at rating 10. |
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#20
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Moving Target ![]() ![]() Group: Members Posts: 230 Joined: 3-December 04 Member No.: 6,863 ![]() |
I would have the body of 15 over aptitude any day of the week. With armor of 6 you need to bring in some big guns to do some damage, plus the 15 dice to roll for damage isn't that bad either.
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#21
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
I totally agree with others in that the Aptitude is FAR more of an issue than 15 body. TN mods are almost always significantly more powerful than extra dice. A 15 body character kinda makes me go "meh" but being able to lop 1 off TN's is huge. |
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#22
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Which is totally based on a house rule, as I said in the other thread. |
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#23
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
Um, those cyber troll don't like the fallowing things, Asullt rifles on burst fire with Ex-ex, lasers, shaped charges, MAD dicetors, just name a few things.
But even das uber troll can go down. The problem with aptitude and the skills is recommend you adviod, is that why wouldn't the pistol adept have it?Why wouldn't the spell slinger? Any flaw or edge that you have to ask why wouldn't any character have, is not worth putting into the game. |
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#24
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
given the current rules, the mage will quickly and easily outstrip the magician's way adept in terms of raw destructive capability, versatility, and just about every other measurement of "powerful" i can think of. physmages progress, magically, at half the rate of full magicians or regular adepts: they can either gain a metamagic or gain a power point. a competently-run will burn the pants off of a competently-run physmage, given ~30+ karma. at charagen, though, a physmage is initially the better choice.
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#25
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
If the rules for Magician Adept Initiation were fixed it would be a different story though.
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#26
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
indeed. heck, if the rules for magician's way adept initiation were fixed, i might play them more often.
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Guest_Crimsondude 2.0_* |
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#27
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Guests ![]() |
Fixed?
It'd work if the description was written coherently. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 ![]() |
The infusion focus is another thing thrown into the mix. Works better than normal for a physmage because their magic goes up but thier power points don't (if they learn metamagics) So a physmage can get plug & play power points (and use them all the time) for 6 karma and 150-300kY(street index) per point.
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#29
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
It's that incoherency that led to the ludicrous FAQ ruling, which is in itself quite coherent, albeit totally wrong.
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#30
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
an adept who gets only metamagics at initiation, and who has an infusion focus with a force equal to 2x his grade, will be on an equal footing with a normal mage.
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#31
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Moving Target ![]() ![]() Group: Members Posts: 675 Joined: 26-February 02 From: Seattle Member No.: 2,034 ![]() |
Except that they can spend the points on adept powers instead of magical power if they want. I don't think it makes them better than a mage, but it certainly helps them out. If there is a lot of money available it helps them out a lot because they can plug & play powers appropriate to any situation and learn them for about the same karma as a spell.
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#32
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
No, it isn't. To have that 15 body you have to sacrifice a lot of other things you could have gotten instead. To have aptitude, you have to figure out some flaws, which any munchkin could do, to compensate, thats it. Also, yes, the troll would tear through said adept, as the adepts TNs are 4's, and the trolls are 3's. Also the adepts power is reduced (If I remember right) from close-in fighting. Same with the sam, but give the troll a dikoted polearm, if the sam gets diokoted spurs. Sam has less power, and the troll still has a tn of 3, and will overall beat the sam. Add on the troll will soak anything hes hit with anyway, and now hes even worse. |
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#33
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
pshaw. they'll both go down when the mage slaps them with a high-force D stunbolt.
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#34
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Any adept/sam that wants to fight the troll close in with any expectation of winning would almost certainly be capable of punching through the armour, and be confident that he's vastly more skilled. Otherwise the difference in TN's would be irrelevent. Power is reduced by 1 for close-in fighting. The Troll should be tough. The troll should have a good chance of winning. Whether the troll WOULD win is up in the air. Likely. In good shape? Not necessairily. Trolls can be beaten in melee rounds even when they've got a 3 reach bonus on you. I've got a Sam who did it. He lost the fight overall, but the Troll was not in great shape after. It just takes a little intelligent planning in the fight. Take more intelligent planning, and you just unload a few clips at him before he gets into range, full auto with an assault rifle. Beyond that, a single light wound, physical or stun, negates aptitude quite nicely. That just takes one lost opposed diceroll, or one shot that isn't soaked fully. Body 15, on the other hand, is a more measurable, consistant bonus (unaffected by the Troll's condition) which can and will cause serious problems. Yes, said character would be weaker in other areas. But, it's still 15 dice thrown to soak anything that comes. Put armour + helmet on, and add in even the slightest bit of intelligent fighting to make shooting TN's higher, and the troll will be walking away with virtually no damage from most gunfire and weapons. |
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#35
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Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 ![]() |
My Magician Adept character plans on creating an Ally Spirit to cover this hole, although we already have a very competent Raccoon shaman to cover astral surveillances. Magician Adepts aren't very cost effective, but they are versatile in some ways (I'd still say a full mage is much better), and some character concepts work much better as a Magician Adept than as a Magician or a plain Adept. |
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#36
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
Oh hell no.
In an opposed roll having the aptitude is a horrible advantage, the odds of beating someone out when you suffer a TN penalty are devstating. Assuming no other TN mods, rolling 4 dice with an aptitude at a TN of 4 is equal to 6 dice without an aptitude. The example of a troll with a +3 reach losing to a sam with no reach or ways to avoid reach is horribly rare except in cases of artistic licence. The troll could drop his TN to 2 while raising the sammie's TN to 5. This means that For every 6 dice the sammie rolls the troll would need around 15 dice to break even. That's without an aptitude. If the troll also had an aptitude the sammie would need 30 dice to break even with the troll's 6. I'd like to hear how your scenario went for the sammy to have a prayer in hell. That's a HUGE shift in odds. Aptitudes cause a complete game balance shift. particularly in melee. This huge balance shift also applies to magic and decking. In short, an aptitude is a Phenominal measurable, consistant bonus. |
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#37
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
the balance shift is less huge in magic and decking, but still appreciable. the balance shift in melee is absolutely overwhelming.
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#38
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
The situation I'd been referring to: my Sam vs Troll. I did not say the Sam won the fight, I said he won a few rounds, at a greater disadvantage than Aptitude. Aptitude would have included Close-In fighting for the Sam, so would have gone more in the Sam's favour. No close-in fighting, neither with aptitude, Troll was using whips, Sam was using dikoted spurs and had venom packs (custom cyberware, each arm could deliver 8 doses of gamma-scopalamene (sp)), both had skill 8. Yes, it's a dirty stunt. Sam hit I believe it was 3 times over the fight (about 9 exchanges). First one was the most important -- because he got a dose of GS in, which is absolutely obscene. All of the sudden, the Troll, beyond the injury modifiers both were facing, had another +2 to his target numbers. The sam ended up losing the fight in the end -- Troll was still standing, and he was passing out. That's when the mage had finally gotten there and cleaned the rest of the fight out. --------------------------------------- No modifiers but aptitude.. aptitude will get 2/3 * dice successes, compared to 1/2 * successes, over a large sampling. 4 dice each.. gives 8/3 successes for the person with aptitude, compared to 4/2 (2) without. That's not an exceptional difference -- in fact, it's about equivalent to 1 extra skill point. In fact, it's 2/3 of a success more -- rounding, yes, it becomes equal to 6 dice without, but statistically speaking that's very different. MFB: I would say it's a greater advantage to the mage, because the mage just has to see you to use the advantage on you. Melee skills? Have to get into melee. Lots of time for people to point assault rifles or throw stunbolts/powerbolts/manabolts. |
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#39
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
yes, but with magic, it's not generally as close a contest; the mage's base TNs are different from the target's base TNs, and different modifiers apply to each--it's not a direct contest. in melee, you're rolling directly against your opponent, and the TNs are usually very close; raising or lowering the TNs is often more important than having a few more dice.
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#40
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,133 Joined: 3-October 04 Member No.: 6,722 ![]() |
Where I really found a physmage to be an advantage was when making my Gun Kata Adept. Since I wanted a dual pistol setup, laser sights were out; being able to throw an Enhance Aim into a sustaining focus was well worth sacrificing a point of magic for (as mentioned before, subject to GM approval that's a Personal Extended Enhance Aim, which is even more useful). Having taken the magic point in the first place, it's worth adding a few other spells; Fashion and Makeover, those two classics, and an emergency Treat (yes the drain will be physical, but a low Force treat can have its Drain soaked to nil, and the few boxes of healing could save someone's life - even yours) spring to mind. A lot of utility spells work at that kind of level as well; Gecko Crawl, anyone? Magic Fingers? It's not strong, but it'll flip a switch.
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#41
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
True mfb-- but raising or lowering the target number has a vast affect on the amount of successes, and can make the difference between a spell being tough to resist but possible, and instant-kill.
For instance, sorcery 6, force 4 spell, 5 spell pool, and 4(D) drain... If you're frying goons against target 4, you need to throw 8-10 dice to be relatively sure that you're going to kill them all first cast. If you have aptitude, it's target 3, and you need to throw 6 dice to be relatively sure, leaving you more to direct to drain resistance, with in turn makes your mage more likely to be able to continue casting.. Aptitude, in melee, is devastating, but not insurmountable -- but it's a more limitted application. True, changing target numbers in melee is usually more important than adding a few dice.. but changing target numbers happens quite a bit, for a larger amount of reasons, from everything to that gunfight beforehand to bad lighting, to a phobia taking affect, to totem modifiers for shamans, to reach. |
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#42
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
It's not that sudden (referring to to what I bolded) drugs don't take effect until the beginning of the next combat round, after you roll initiative again, even drugs marked "instant". Most folks glaze over that.
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#43
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
It's sudden enough when neither one gets more than two actions in a round ;)
You're right though, I did miss that. |
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#44
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
We missed that for a long time and it made drugs far less useful for specific applications while still keeping them a nice alternative. It made them far less abusable in many situations from a game balance point of view. |
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#45
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
I have yet to see a magical adept that was good at being an adept or good being a mage. At best they lag behind most adepts or mages in the field that they want to go for. The thing about mages is that they need a lot of karma to do what they do. The thing about adepts is they need a lot of karma to do what they want to do.
If you are a mage, you look in the book and you can rightly say I want just about every spell in the book,plus some others. You may want to get an ally spirit.You may not. As an adept well you can always get more power,and frankly you just about always do. Both these things take Karma. About the only thing they have in common with the use of the karma is that they both want metamagics. In the end, just about any time I wanted to play a magical adept,I played a voodoun. |
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#46
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
You missed my point. Regardless of whatever "game-breaking" scenario you come up with, throw aptitude on top of it, and its that much worse. Aptitude is so game breaking because you can tack it on top of anything else, without any real penalty (hell, grab borrowed time, combat junkies aren't likely to live long anyway). It doesn't matter what scenario, aptitude (if applicable) is going to be much more gamebreaking than something else, because you could have that something else, and aptitude. Melee shapeshifter with aptitude? Sure, go for it. Ghoul gnome spellcaster aptitude sorcery? Yeah, be a nasty bastard. Street sammy aptitude(weapon of choice) go kill some guys. Adept sniper aptitude (rifle) go splatter some heads. It just makes any game-breaking build worse, not to mention making non-gamebreaking ones game-breaking, or close to it. |
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#47
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 ![]() |
For magicians way adepts vs full magicians, its more of a "how long term do you plan" thing. Cause out past 300 karma youre gonna start seeing the adept get a lot more powerful. But with lower values the magician tends to be better *in a broader range* than the adept. Magicians way adepts tend to be able to combine several powers from both categories to really shine in one area, but they lack the versatility that comes with being a full mage. Until, of course, youve built up enough karma to overcome all that.
As far as aptitude in the recommended "not" skill categories, that recommendation is there for very good reason. I dont care what you compare it to, in what example, in what test or condition; the aptitude is always broken relative to whatever youre trying to compare it to. Dont fight it just trust us. Statistically and game mechanically its an almost ir-reproducible advantage that will wildly swing the odds in the aptitude-ee's favor. Its not even a challenge to point out why. Its been done to death before. Any example anyone throws up here trying to claim aptitude in a recommended barred skill will be shot down in short order. Give up, resistance is futlie. Just accept its too powerful. You may like things too powerful, and be content with it in your games, and thats fine. But it *does* wildly swing the odds past the ability of virtually anything elses ability to do so. |
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#48
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,512 Joined: 16-August 03 From: Northampton Member No.: 5,499 ![]() |
Isn't there also requiment of Astral Perception first?
You turn round in a conversation of Aptitude and Reach saying that you've had a character win against the odd's and bring in a third element. You turn round and say that Trolls with reach 3 aren't a difficult beat even if they happen to have aptitude (though in the example you later gave it seemed that the troll didn't) but only because your Sam had Gamma Scopolamine. Thus for such a Troll to be balanced everybody had to carry Gamma-Scopolamine coated weapons which over 99.99% of people don't have. Thus the conclusion is that over 99.99% of the time such a character is NOT balanced. |
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#49
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Yeah, but I kinda figured that was self-evident. :P ;) |
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#50
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Balance doesn't mean that a fight will be won 50% of the time by one party and 50% by the other.. it means that ALL OTHER THINGS BEING EQUAL, it will come down to luck. As in, two identical people fighting with identical styles, it should come down to luck. Everything else, should, quite rightfully, depend on tactics, planning, strategy, and what dirty tricks you have up your sleeve. If you're fighting someone that you can't beat one way, then you're fighting the wrong way. Otherwise, every spellcaster is broken in the fight, because from well out of range they manabolt/powerbolt/stunbolt at Xdeadly and the troll is down. No maybe a little drain for the caster, depending on things. If the character in question is unbeatable in EVERY way that you can think of, then it's unbalanced. If they're unbeatable in most, then they're getting unbalanced. If they've got one thing they excell in, then they are not unbalanced. If you want to make the argument that everyone should be beatable in melee by anyone, everyone, or exactly 50% of people, then there's no point in any debate. We're down, effectively, everyone has skill 1 in every skill. In the example I gave -- all I did was show that a 3 reach bonus is NOT the be-all-end-all of a fight, and gave a way that the fight became more even. Yes, there's a recommendation for GMs to consider whether or not aptitude is something they want in their games for those skills. It's not a recommendation 'not' to have it, it's a recommendation to be careful about using it. There's a difference. It's an important one. |
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#51
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
Its interesting to hear so many people saying that a full mage is better, in their opinions, than a physmage. I used to think the same thing, until one of my players built one that I dare say is one of the strongest characters I've ever seen in any of my games. At the onset, he was underpowered, compared to the team shaman and full physad. But, now that the group has accumulated several hundred karma, that guy is a juggernaut in combat. Physmages, IMO, ripen nicely.
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#52
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
after a few hundred karma anyone with a long term plan for their karma is a badass.
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#53
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
I didn't make my point very clear. The physmage is leaps and bounds more versatile in the end game over the group's wujen (didn't mean to post "shaman" earlier) and physad.
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#54
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
Have you seen a Voodoun with 300 karma?
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#55
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
No, but in the one game that I get to play in, my houngan is up to 120 GK, IIRC. Nice, but not amazing. Why? What's up with the 300k Voodoun?
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#56
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
that's abnormal. in nine cases out of ten, a full mage will be lightyears ahead of a magician's way adept.
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#57
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,032 Joined: 6-August 04 Member No.: 6,543 ![]() |
Well, I had one that got around 170 karma I think. By that time he could not be killed by anything short of antitank weapons or magics, and magic was rather hard. You see, when you get to that range you can get force 7 great form Loa,
witch have nasty abilities onto themselves. Now, think of what you could when you have immunity to normal weapons,concealment,movement,gourd and magical gourd... I have seen my Voodoun walk out of things that should have killed him. About the only place that I can think of him as having a weak point was the matrix. Magical Adepts could be the best,if you give them infinite karama. But I think most die beofre they reach the breaking point. |
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#58
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
I have to agree with this. The only way I can see this not happening os if the full mage dramatically diversified while the adept chose a specialty or two to concentrate on. |
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#59
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
An adept of the magical way that is made with a game plan can be better than any other option for certain roles. Melee is one example (improved ability, plus invoking combined with channeling, plus an optimal mix of melee-enhancing spells). You could also make an effective face (the new adept social powers combined with spells such as mind probe, makeover, influence, etc.).
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#60
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
Yeah, it sounds right on paper, but for some reason the physmage skates through more encounters on a whole than the rest of the group... and I'm not being soft on the guy. I suppose I should ask in what way are you guys considering the mage light years ahead of the physmage? Maybe I'm not understanding what you're getting at here... |
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#61
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
Funny you should mention this. Every karma point is planned out and spent in the order that my player originally planned it all out. I think he has karma expenditures planned out for the next 150-200 karma. :) |
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#62
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
That's a good point, but there isn't a Voodoun in the game I run. As is, the physmage is the single strongest character in the game (game of 5 to 6 players). By strongest, I'm referring to the fact that he can duke it out in physical combat and still hold his own against magical attacks of a substantial nature. He's my one munchkin. |
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#63
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 05 Member No.: 7,093 ![]() |
So far I've seen two Magicians Way Adepts in the games I've played. One I played, the other I GM'd for. This would be Dawnshadow's Magician-Adept with the Swords Aptitude, which I wouldn't allow for any other game than the one I'm running (Extremely high-Karma, extremely powerful enemies, virtually no pay).
I've seen a bunch of full-on magicians as well, but I'd have to say it comes out pretty even. Of course, a badly constructed M-A does not stack up to a moderately well constructed F-M, but the reverse is also true. Once you get to the 100+ Karma range, things even out. I'll take the two strongest examples of each, Kincade (the M-A), and Arm (the F-M). Kincade started out about halfway through a high-powered game, and about two runs away from the climax of the first main Arc (I run in story arcs), so he began with something near 50 Karma to his name for improvements after CC was done with. Near end of the Arc, he's at just over 100 Karma. At this point, he's still only got an effective spellcasting Magic of 3 (all of it geased for nighttime only), and a few well-chosen Adept abilities (enhanced senses, Improved Reflexes, Improved Quickness, Quickdraw). A Power Focus and an Ally Spirit help to offset the low available Magic (thought he Ally has a bad habit of being disrupted every time she would be useful). He's nowhere near the power of the other adept of the team, nor is he at the level of a full magician. However, his abilities allow him to go above and beyond either when necessary. Like the Adept he's got high initiative and reaction that CAN'T be dispelled. Like the Magician he has access to spirits and spells that can boost his strength, allow him to become invisible, etc, etc. That he's a specialized Melee fighter (ranged combat is not Kincade's friend), allows him to be VERY good in one area at the sacrifice of others (like a well-made Adept), but gives him the versatility to strike out magically if closing with the enemy is impossible or inadviseable (like a well-made mage). The downsides come with facing off against a character who is specialized in an area he is not. A skilled gunfighter could take out Kincade quickly, though would get absolutely slaughtered if he let the M-A close to sword range. A seasoned Mage could dispell Kincade's spells and blow up his Foci, but Kincade has Spell Defense he can use to offset this, and allow him enough time to get near said mage. Against a full adept, he would be beat with the level of skills and speed, but could use his spells to an undeniable advantage. Nice tradeoff, actually. Mostly why I like M-A's. The sickening drawbacks to the need for initiation and the threat of magic loss make up for it, though. Now, Arm. Arm is an interesting character. Designed as both a high-powered Mage and a highly competent Decker, he started off with Cyber and some Bio. Were we running a high-karma game at the time? No, so he couldn't have expected to have that choice NOT come back to haunt him. Did he let the hit in magic slow him down? No. Did he geas his magic loss? No. Did he summon an Ally Spirit before gaining back that magic point? Yes. Did he willingly learn and cast Force 10 spells before he initiated once? You better believe it. Once Arm passed the 100 Karma mark (the only character of that group to do so, everyone else having either died, turned into world-threatening NPC's or retired and been replaced), he was a force of nature. He had a habit of tossing around Force 10+ Laser spells, summoning Force 8+ great form Elementals for kicks, and whenever he felt even slightly threatened he would turn turtle with his specially designed Physical Barrier Spell, for which he had approximately fifty force 8 expendible spell foci for on any particular occasion. He was, in the words of one other player "Godlike" in his ability to survive and dole out destruction. He was, however, useless in anything that didn't involve either wreaking (or surviving) devastation, or Decking. The fact that he was the oldest surviving character made him the de facto leader of the group, and that led to many character's safehouses being firebombed. Now, his spells were of such high force that they couldn't be dispelled, and barely defended against, and he had this insane Willpower boosting spell that he super-quickened to himself and then kept Masked that put his Will effectively at 15 for resisting the intense drain he put himself through. If he knew you were there, and he wanted to kill you, you were dead. If you unloaded a goddamned assault cannon at him after he knew you were trying to kill him, it would do jack all. If you caught him by surprise, he could barely throw a punch to defend himself. He survived on the unerring ability of his teammates to get in the way of the first bullet and him. With him the key was surprise, and he was not immune to that by far. Again, not a bad tradeoff. In the end, neither Kincade nor Arm are any more or less effective and powerful than each other (at that point of development, at least). The M-A has versatility, the F-M has sheer power (in this example). A diverse F-M will be lacking in several areas against even a diverse M-A, mostly in the physical aspect, which the M-A excels in as a matter of course. A diverse M-A will be lacking in several areas against a diverse F-M, mostly in the magical aspect, which the M-A excels in as a matter of course. The P-A (physical Adept) excels agianst the F-M a great deal physically, the F-M excels completely agianst the P-A Magically, and both excel in their individual areas against the M-A. But that's the entire purpose of the M-A, to be more physically capable than a F-M, and more magically capable than a P-A, but not equal to either in their field of specialization. Jack of all trades, master of none. You lose a little of one thing to gain a little of something else, etc, etc, etc. At least, that's the way I see it. I could be weird. |
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#64
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
She made it through 1 run without being disrupted, it's just a rocky start, it can be dealt with |
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#65
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Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
IMO, Aptitude (melee skill) is easier balanced and easier to challenge without putting the whole team at risk than Body 15. Just have melee opponents attack in pairs, or throw an extra attacker at him. Poof, advantage neutralized, and PC gets to feel good for overcoming odds.
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#66
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
No, advantage isn't neutalized, he has an advantage, because without it, he couldn't take the two attackers at once. Hes now tying up 2 attackers, rather than just 1. If you just decide to double any melee combatants, well, thats your call as a GM, but its more than you would have had to do without the aptitude. Don't forget, aptitude & whirling is a very nasty combination.
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#67
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The Sewer Jockey ![]() ![]() Group: Dumpshocked Posts: 857 Joined: 26-February 02 From: Kent, United Kingdom Member No.: 1,197 ![]() |
I have made a couple of Magical Adepts, normally to satisfy a particular character concept. Although I like the idea, in most cases the concept would have been better served by utilising the knack power (created, I believe, by Steve Kenson, but not technically canon).
Mostly, a single spell effect is what I'm after, and although I allow knacks in games I run, I have yet to find a GM who will allow me to use it on a character I am playing... |
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#68
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
Physmages or Magical Adepts whatever you want to call them can come out to be very.... very very very scary.
Boon to the Magic Casting side of him is the Adept ability of Pain Resistance. No longer fear knocking yourself the hell out by casting your big big boom spells, or summoning up some sort of fiendish draco-horror from some forgotten multiverse. Big Boon to the Adept side of is Improved Invisibility, and Armor spell. Now they can't see you, and if they manage to hurt you you can resist the hell out of it much easier. Spell Defense + Spell Resistance. Mystic Armor + Astral Armor/armor + Weapon Foci + Improved Ability(Weapon)+Counterstrike +Astral Perception= Perfect Astral thing killer, as well as just a hellacious Melee combat bastard. Improved Ability(Gun)+Extended Enhanced Aim+Improved Reflexes + Improved Quickness + Various Combat Pool enhancing Spells / Powers = Monster of a gunbunny. Given enough karma and time, Magical Adepts make very nasty things, worse than adepts alone, or mages alone. The hard part is surviving that long. :D Oh and P.S. Never drink, smoke, then think it would be cool to ask the GM to send your runners against a 10th grade Phys Mage Initiate Wendigo of the Shark and his CyberVampire SideKick. Yea... that turned out ugly, had to... Lets just leave it alone and blame it on the brownies. ::twitch:: |
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#69
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Moving Target ![]() ![]() Group: Members Posts: 128 Joined: 28-January 05 Member No.: 7,029 ![]() |
If you haven't seen it, check out my Optimising a M-A thread...
;) |
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#70
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
Nitpick: Pain Resistnace will not stop you from passing out. Regardless of how many points of pain resistance you have you fall the hell over when you get to either deadly.
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#71
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
not true. M&M page 131 states that if you have pain resistance or damage compensators, you stay conscious for 10+level/rating boxes.
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#72
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Traumatizing players since 1992 ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 ![]() |
Woof. damnit I need M&M in PDF.... I've never seen that rule.
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#73
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
it does beg the question: what if you've got body 6, and pain resistance 10? do you stay alive for 20 boxes, even though you'd normally be all-the-way-dead at 16?
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#74
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 ![]() |
Check the disablement rules right after the consciousness ones. Pg 132.
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#75
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 ![]() |
Basically you die on your feet. Very heroic. I do however have a question that I'm a wee bit confused about. Mage-Adept or even a regular adept with 10 points Pain Resistance... he then takes the power of Suspended state. When he reaches 10 boxes of physical damage suspsended state is suppose to kick in to preserve your life. But with the pain resistance would the suspended state power not automatically kick in to save you? I personally don't think it would because you haven't yet fallen unconsious from your massive wounds. But I could easily see how someone would say it automatically does. |
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#76
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
well, sheesh. guess i need to read more.
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