IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Magic Tweak, What would happen if...
Eyeless Blond
post Oct 29 2005, 05:53 PM
Post #1


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



What do you suppose would happen to game balance is mages swapped Magic and their tradition's stat for conjuring and sorcery tests? What I mean is, for instance:

1) Mage rolls (Attribute)+Sorcery skill to cast a spell, like Logic+Spellcasting for a hermetic, or Charisma+Spellcasting for a shaman
2) Mage rolls Magic+Willpower for Drain.

I'm thinking this could be a good idea for limiting the power of mages in the long term. This way, instead of using the cap-less Magic attribute for actual spellcasting--thus as you gain in power easily overshadowing the Opposed character's dice pool--they "only" use their attribute cap-breaking Magic stat to help resist Drain. It also makes that primary stat for a mage's tradition even more integral to their actual spellcasting rather than Drain, which makes more sense to me flavor-wise.

So, what do you think? Am I missing something important?
Go to the top of the page
 
+Quote Post
Squinky
post Oct 29 2005, 06:50 PM
Post #2


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



Sounds cool to me...
Go to the top of the page
 
+Quote Post
Dread Polack
post Oct 29 2005, 11:13 PM
Post #3


Moving Target
**

Group: Members
Posts: 160
Joined: 14-November 03
From: MSP Metroplex
Member No.: 5,822



So, the Magic attribute would still cap the force of a spell, but your spellcasting test would rely on a different stat?

First, this would turn casting into more of a skill than a talent, since you'd either have to be smart, intuitive, charismatic, etc. to cast, than simply have pure magical power to cast.

Second, this would mean casters would have two separate attributes they'd want to buy up even more than before. If you want your spells to work well, you'd need 2 high attributes instead of one. Of course, if most of your spells don't particularly need to be cast at high force (for whatever reason), then you could lower your magic, and raise your spellcasting-linked attribute.

If you try it in out, let us know.

Dread Polack
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Oct 30 2005, 03:03 AM
Post #4


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (Dread Polack)
So, the Magic attribute would still cap the force of a spell, but your spellcasting test would rely on a different stat?

Exactly. As before, Magic still determines the max Force for spells and spirits, the base area on all area effects, the line between regular casting and overcasting, the max number of Foci bondable, etc.

QUOTE
First, this would turn casting into more of a skill than a talent, since you'd either have to be smart, intuitive, charismatic, etc. to cast, than simply have pure magical power to cast.

Yes, exactly! If all mages had to do was will things to happen and they did, then why would traditions be so important? I mean, all it is right now is a Drain stat; under this idea the tradition attribute would be much more important to the actual practice, rather than the practice's impact on the user, which I think would really be interesting.

QUOTE
Second, this would mean casters would have two separate attributes they'd want to buy up even more than before. If you want your spells to work well, you'd need 2 high attributes instead of one. Of course, if most of your spells don't particularly need to be cast at high force (for whatever reason), then you could lower your magic, and raise your spellcasting-linked attribute.

Well you want both attributes high anyway, as the other one still deals with Drain and is important for that reason, as well as all the other things Magic is important for.

Unfortunately the only game I'm involved with at the moment is a bit stickier about the rules, being very long-runing and a bit widespread.
Go to the top of the page
 
+Quote Post
blakkie
post Oct 30 2005, 05:02 AM
Post #5


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



Well, without further modification to the rules, Power foci would not be usuable for your Spellcasting Test. They'd only work on Drain, which they don't work with right now. Well in RAW Power foci do kinda influence Drain if you rule that the Power foci increase the maximum Force you can cast at (wording is vague on this) like they did in SR3. Otherwise, hrmmm, it'd be kinda wierd since all those skills would have variable Linked skills. But *shrug*, doesn't seem horrible.

At first blush i don't really like how heavily it favours Elf shamans and hinders Troll magicians and most Ork magicians (outside of whatever Traditions will use Intuition). Right now those two can sort of tough out the drain because they have room for an extra couple of Physical boxes, and through Initiation (Centering metamagic) the difference is more buried.

But still an interesting idea.
Go to the top of the page
 
+Quote Post
hyzmarca
post Oct 30 2005, 05:49 PM
Post #6


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (Eyeless Blond @ Oct 29 2005, 12:53 PM)
What do you suppose would happen to game balance is mages swapped Magic and their tradition's stat for conjuring and sorcery tests? What I mean is, for instance:

[...]

So, what do you think? Am I missing something important?

It would make magicians in general more powerful. It would make combat oriented initiates in specific twice as powerful.

For combat spells, base damage is determined by Force while drain is determined Force/2.

Every net success on the spellcasting test increases the damage while every net success on a drain resistance test reduces the drain damage.

An increase in force by 2 adds 1 to the drain code but 2 to the damage damage code.
As a result, an average of 1 extra success on a drain resistance test is worth an average of 2 extra successes on the spellcasting test, assuming that the magician is playing the numbers (and he should).

So, 3 drain resistance dice are worth 6 spellcasting dice in combat.


With other spells it is a little less clear cut. However, a magician able to cast with less drain is able to cast more often.
Go to the top of the page
 
+Quote Post
Shemhazai
post Oct 31 2005, 09:21 AM
Post #7


Moving Target
**

Group: Members
Posts: 598
Joined: 12-October 05
Member No.: 7,835



I think this is an intriguing idea. Maybe it works that way in space, or on certain metaplanes. You rule the universe, so you can make it however you want.

But hyzmarca has it exactly right. Imagine this character:

Gets the Aptitude (Spellcasting) Quality for 10 BP. Pays to pump it up to 7 (only 32 total BP). Perhaps pays 10 BP to get Focused Quality (10 more BP) to max out Qualities (Being a magician cost 15 BP for a total of 35 BP.).

Here is where the fun begins. They initiate and choose Quicken as their first metamagic power. They Quicken Increased Logic to the max. Their spellcasting pool would be 9 + 7!! That is a starting point of 16 dice, not accounting for focuses, finding their mentor spirit, etc. That amount is very early on in character development. Just 23-30ish Karma so far. And what if the character does stuff to get even more dice?

Now Drain will always be on-par with Max force. This could be a gravy train. Getting Magic to some insanely high level, such as 8. To do that optimally would take 40 BP for a starting Magic of 5, 18 Karma for 6, 21 more Karma for 7 (the character has initiated once already. The next initiate level costs 16 and it takes 24 more to get Magic to 8. Total Karma spent to do this is 23-30ish + 79. Ouch, over 100.

But now tossing Force 16 spells with 16 base dice pool and resisting drain with 18 dice (remember Focused Quality). Base drain is 8, give or take +/- drain code modifier. With 18 dice, 6 hits are expected so it often reduces down nicely. But base damage of 16 plus 5 or more hits on average? 21 less hits made by opponent on Body or Willpower alone. Spells cast at level 8 will seldom cause significant drain, but will be very powerful.

Still, somebody could do the same thing with the rules as they are now. Just Quicken Increased Willpower as well and you have the same kind of powerhouse. In the truly sick instance of charcters getting Magic of 10 I am envisioning something like 16 dice to cast 20 level spells with base drain of 10+/- and 20 drain resistance dice. Those will actually hurt big time. The spells at force 10, however, will still be generally negated drainwise.

The final insult is when that character Quickens their reflexes so they are doing this four times a round. Also remember a magician can split her spellcasting dice pool among multiple targets in the same complex action. Her new nickname is Death Blossom. Casting four or more very powerful spells per round with hardly ever experiencing drain.

And then she asks, "Since when do dragons work as security guards?" :eek:
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Oct 31 2005, 01:00 PM
Post #8


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



To be honest Shemhazai most of that isn't a flaw with *my* idea so much as a flaw in the magic system as a whole, in particular the Increase Attribute spells. All of those exploits are possible as before, and all would have a similar benefit. The only real difference is that you can't initiate a bunch of times and get even *higher* in in your spellcasting pool; now that you've hit a cap that's about as far as you go.

hyzmarca makes a good point. Unfortunately this kind of ballooning is already possible with Centering anyway.
Go to the top of the page
 
+Quote Post
Azralon
post Oct 31 2005, 03:59 PM
Post #9


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



I find myself liking the idea quite a bit. It does make the magical skills more skill-like (mechanically and thematically), while making the Magic attribute into a better measure of how much power you can safely channel.

True, there are some short-term gains for magicians with attribute boost spells. In fact, one might consider chainboosting their spellcasting attribute since the second casting could potentially get more hits than the first.

Longterm, however, it really caps the effectiveness of the magical skills. Your skill and your linked attribute can get only so high before capping, and under the proposed system it's your drain-handling capacity that has no hard limit.

Again, I like this because gunslingers run into the same "I can get only so many hits" situation as it stands. That is to say, it brings magicians and non-magicians more in line.

The shifted value of foci are the only bothersome complications I see. Yes, elven shamans basically get +2 to cast rather than +2 to drain. Yes, trolls make less effective tankmages. I don't see those as thematic problems as they mesh with the genre.
Go to the top of the page
 
+Quote Post
PlatonicPimp
post Oct 31 2005, 06:35 PM
Post #10


Running Target
***

Group: Members
Posts: 1,219
Joined: 26-February 02
From: Lofwyr's stomach.
Member No.: 1,320



There may be one other side effect of this adaptation: Force of spells. Since the force of a spell limits the amount of hits you can get on the spell, it serves as a cap on magical power. No matter how awesome your dice pool, a force 5 spell will allow no more than 5 hits. Now since force is limited by magic, this rarely comes up under the current system. However, if the spellcasting test has a "cap", then there will be a practical limit to how high a force spell you will ever need to cast. If your spellcasting pool is logic + spellcasting, no matter how high your magic rating is, you will never want to cast a spell at a force higher than about 1/s your die pool. And since that pool never increases with initiation, High level casters will never have any reason to use the high force spells they are capable of casting, since they will not be any more effective than the low force spells they could cast as a newbie.
Go to the top of the page
 
+Quote Post
2bit
post Oct 31 2005, 08:33 PM
Post #11


Moving Target
**

Group: Members
Posts: 749
Joined: 28-July 05
Member No.: 7,526



"Magic can theoretically do anything" has always been one of the philosophies of SR magic.

Magic has no limits. You do. That's why it's the way it is.
Go to the top of the page
 
+Quote Post
Azralon
post Oct 31 2005, 08:58 PM
Post #12


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



QUOTE (PlatonicPimp)
No matter how awesome your dice pool, a force 5 spell will allow no more than 5 hits. Now since force is limited by magic, this rarely comes up under the current system.


QUOTE (me)
I like this because gunslingers run into the same "I can get only so many hits" situation as it stands. That is to say, it brings magicians and non-magicians more in line.


QUOTE (PlatonicPimp)
High level casters will never have any reason to use the high force spells they are capable of casting, since they will not be any more effective than the low force spells they could cast as a newbie.


Not so; an off-the-cuff example would be damaging spells which still have a base DV equal to their Force + net Hits.

With regard to other spells, you're still Hit-capped by the Force but even if you're throwing an average 4 hits, there will be times that the (Attribute)+Spellcasting dice will offer you more than 4. Obviously with a higher Force spell, the happy end of the bell curve will actually be profitable rather than wasted.
Go to the top of the page
 
+Quote Post
PlatonicPimp
post Oct 31 2005, 10:57 PM
Post #13


Running Target
***

Group: Members
Posts: 1,219
Joined: 26-February 02
From: Lofwyr's stomach.
Member No.: 1,320



QUOTE (Azralon)

With regard to other spells, you're still Hit-capped by the Force but even if you're throwing an average 4 hits, there will be times that the (Attribute)+Spellcasting dice will offer you more than 4. Obviously with a higher Force spell, the happy end of the bell curve will actually be profitable rather than wasted.

After a certain point the bell curve ends. You cannot score more hits than you have dice in your dice pool. Even before that point, there is a very limited return. Why would I cast a high force spell for the slight chance that it will be better than a low force spell, when the increase in drain is a sure thing?

If you use the swap as described, there will be a certain upper end to what magic can do, but after a certain amount of initiation, it will cease to be draining. Mages will never cast a spell at a force higher than what they can reasonably hope to score on their test, and the attribute they use to resist drain will be uncapped. While you may be comfortable with these changes, I'd like to submit that they go against the fundamental nature of magic in the shadowrun universe, where the limitation on magic is not effect (See great ghost dance), but the drain it takes to accomplish that level of magic (Again, great ghost dance.) The fundamental feel of magic in the shadowrun setting is that it can do anything, you just have to find out how and be willing to make the sacrifices needed. Unlimited potential, draining. Power is something you just have to reach out to find, Drain is not just something unskilled magicians have to worry about.
Go to the top of the page
 
+Quote Post
Fortune
post Nov 1 2005, 03:58 AM
Post #14


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (2bit)
"Magic can theoretically do anything" has always been one of the philosophies of SR magic.

Magic has no limits. You do. That's why it's the way it is.

This is simply not true. Shadowrun Magic has always had very specific limitations, in that it cannot actually be used for time travel or teleportation.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Nov 1 2005, 03:29 PM
Post #15


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



And further magic can do anything, but metahumanity certainly cannot.

It's interesting to note that the Great Ghost Dance is imporrible to perform under any actual SR rules. The number of members of a ritual team has always been limited by ritual spellcasting skill, which now has a cap and before would have required thousands of karma for each participating magician.
Go to the top of the page
 
+Quote Post
blakkie
post Nov 1 2005, 04:34 PM
Post #16


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



This has come up before; The GGD was actually more of a series of different ritual casting groups acting at roughly the same time, and with general common [political] purpose. It was not a single Ritual Spellcasting.
Go to the top of the page
 
+Quote Post
Azralon
post Nov 1 2005, 04:38 PM
Post #17


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



QUOTE (PlatonicPimp)
Why would I cast a high force spell for the slight chance that it will be better than a low force spell, when the increase in drain is a sure thing?

If you use the swap as described, there will be a certain upper end to what magic can do, but after a certain amount of initiation, it will cease to be draining.

You (perhaps inadvertently) hit upon one of my points.

Under the purely hypothetical tweak, eventually high-Force spells would cease to be draining to high-level initates. Therefore -- per your own reasoning and mine -- those ubercasters would be able to afford to casually cast at very high Force.

This would also apply to summoning, of course, but that hasn't been the focus of the discussion.

Regarding the upper limits of magic: Yes, there would be an upper limit to the number of hits possible. However, ultimately Force would still be unlimited so Magic continues to be infinite in scope (things you can do) as well as magnitude (sheer power).

I liken it to nuclear bombs as AoE weapons. There's going to be a point where you just can't place the device at a more ideal ground zero, but the explosive force is limited only by your technology at hand.
Go to the top of the page
 
+Quote Post
Azralon
post Nov 1 2005, 04:40 PM
Post #18


Shooting Target
****

Group: Members
Posts: 1,651
Joined: 23-September 05
From: Marietta, GA
Member No.: 7,773



QUOTE (blakkie)
This has come up before; The GGD was actually more of a series of different ritual casting groups acting at roughly the same time, and with general common [political] purpose. It was not a single Ritual Spellcasting.

Also, it was using a form of plot-device-only blood magic and therefore isn't subject to normal game rules. :)
Go to the top of the page
 
+Quote Post
FrankTrollman
post Nov 1 2005, 06:50 PM
Post #19


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



QUOTE (Azralon)
Regarding the upper limits of magic: Yes, there would be an upper limit to the number of hits possible. However, ultimately Force would still be unlimited so Magic continues to be infinite in scope (things you can do) as well as magnitude (sheer power).

Some things are directly force dependent - such as the damage that a Manabolt inflicts. I am not sure that it is anything like a good idea to set up a situation where damage is theoretically unlimited but protection is not.

-Frank
Go to the top of the page
 
+Quote Post
Cynic project
post Nov 1 2005, 07:05 PM
Post #20


Running Target
***

Group: Members
Posts: 1,032
Joined: 6-August 04
Member No.: 6,543



Well, to be honest look at the world around you.It is easier to destroy things than protect things. I mean How do you stop the damage of a nuke once the bomb goes off?
Go to the top of the page
 
+Quote Post
hyzmarca
post Nov 1 2005, 08:04 PM
Post #21


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (Cynic project)
Well, to be honest look at the world around you.It is easier to destroy things than protect things. I mean How do you stop the damage of a nuke once the bomb goes off?

A very massive wall.
Go to the top of the page
 
+Quote Post
PlatonicPimp
post Nov 1 2005, 11:16 PM
Post #22


Running Target
***

Group: Members
Posts: 1,219
Joined: 26-February 02
From: Lofwyr's stomach.
Member No.: 1,320



QUOTE (Azralon)

Regarding the upper limits of magic: Yes, there would be an upper limit to the number of hits possible. However, ultimately Force would still be unlimited so Magic continues to be infinite in scope (things you can do) as well as magnitude (sheer power).

That's the problem, though. A high force spell is only good if you can make the hits to back it up. (Outside of direct damge spells.) It doesn't matter if you can cast a force 40 spell, if you only have a die pool if 16 or so. Any force higher than the number of hits you get is wasted, but you still take drain for it.

So now, magic is no loger unlimited, because your casting dice pool will never be high enough to get the hits to acheive high force effects.
Go to the top of the page
 
+Quote Post
blakkie
post Nov 2 2005, 12:03 AM
Post #23


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



Unfortunately "direct damge spells" works out to be a pretty damn big exception. :(
Go to the top of the page
 
+Quote Post
Shemhazai
post Nov 2 2005, 12:13 AM
Post #24


Moving Target
**

Group: Members
Posts: 598
Joined: 12-October 05
Member No.: 7,835



This would be great for player characters. Even though it is theoretically possible for a magician to become a god, PCs are limited by the massive amounts of Karma it takes to achieve this. This tweak would limit NPCs in an even more restrictive way, while at the same time allowing PCs to max out magically in a very short time. Dragons, Harlequin and other NPCs with awesome magical abilities would be far less formidable.
Go to the top of the page
 
+Quote Post
blakkie
post Nov 2 2005, 12:34 AM
Post #25


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



Ironically it would give GD, in SR4 RAW, an extra die for the Spellcasting Test. :eek: But those stats are wierd since they don't have any Initiate Grades.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 22nd April 2026 - 09:30 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.