Summoner: Too Powerful?, The INs and OUTs |
Summoner: Too Powerful?, The INs and OUTs |
Feb 2 2006, 04:39 PM
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#26
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
rember, with high power comes high ego :P basicly the angel may do so, but i would not like having to take commands from a "lowly" human, even tho god told him to... |
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Feb 2 2006, 04:49 PM
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#27
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Shooting Target Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
Only this character already is curtailed, likely to end up dead shortly and abruptly, in what he is suppose to rock at. Another version of Borrowed Time. Part of making him playable is to stop trying to summon ungodly powerful spirits. SR4 did fall short though in their tuning back mages from past versions. Magic in games seems funny that way. Sometimes the more you cut it back the more powerful it becomes. A base human nature drive to the fantastical? Or something. |
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Feb 2 2006, 05:18 PM
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#28
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
SR4 magic feels a lot less exploitable to me for some reason...
Anyway, the character is predicated on the use of a custom tradition specifically in violation of the rules on how to build traditions (BOD as part of the DR test). Blood mages summoning up big spirits has never been a huge surprise, though. That's one of the reasons that blood mages generally aren't allowed as player characters. |
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Feb 2 2006, 05:23 PM
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#29
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Shooting Target Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
It probably is, if you mean exploit by rules perversion. It certainly closed a lot of loopholes. More with sorcery than the conjuring. But you don't have to pervert the rules for it to remain very powerful. |
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Feb 2 2006, 07:37 PM
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#30
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Target Group: Members Posts: 68 Joined: 26-January 06 Member No.: 8,201 |
And in this instance, doing so, making him a reliable summoner and effective in a team, rounded out but still specialized, it stops being near game breaking... |
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Feb 2 2006, 07:44 PM
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#31
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
again, show us the numbers...
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Feb 2 2006, 08:17 PM
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#32
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Target Group: Members Posts: 68 Joined: 26-January 06 Member No.: 8,201 |
Take your standard runner mage...who's usualy a bit better in sorcery than he is in conjuring and reverse it... Can't cast spells as well but can summon/banish better. Now put him into situations. He's going to perform well in some situations, and not going to perform as well in others. Same as a mage who focus' in sorcery and not so much in conjuring... I didn't think that was such a hard leap in logic. I would come up with the exact numbers now...but I'm kinda at work with no book... |
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Feb 2 2006, 08:47 PM
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#33
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Best you can do at character gen is this:
Elf (30 pts) Cha 8 (65 pts) Will 6 (65 pts) Magic 6 (65 pts) Magician (15 pts) - shamanic Mentor Spirit (5 pts) - anything that gives 2 dice to summon the chosen spirit type Focused Concentration I (10 pts) Summoning 6 + Spirits of X spec (26 pts) Spirit focus 3, bound (12 pts total) For a grand total of 293 points, leaving you a total of 107 points to make the rest of your character. Against a specific type of spirit, you can roll 19 dice to summon and 15 dice for drain. EDIT: Assuming a force 6 spirit is your target, you are up against 4 successes or less from the spirit (~1% chance of 5 and << 1% chance of 6). You will hit 5 successes on the summoning test 71% of the time. Against the worst case drain (8 dv) you have an 9% chance of taking no drain and a 40% chance of taking 3 boxes or less (includes 0-3 boxes). 4 boxes of drain or less is 80% likely. EDIT2: The wiser way to do it might be to use the spirit focus dice on the drain roll instead, giving you 16 dice to summon and 18 to resist drain. This gives you a 83% chance of 4 successes and a 66% chance of 5 successes to summon. On drain, you'd have a 22% chance of no drain and a >75% chance of 0-3 boxes of drain in the worst (8 DV) drain case. Against a force 12 spirit, you're looking at up to 7 successes on the part of the spirit (1.88% chance of 8 and almost 0 of 9+). So you've got about about a 60% chance of being conscious at the end of it (assuming body 2, body 3 gives you another box of leeway for a >75% chance of consciousness). |
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Feb 2 2006, 10:13 PM
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#34
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Moving Target Group: Members Posts: 246 Joined: 26-January 06 Member No.: 8,198 |
Ah the nay sayers.
First to those that think he's not powerful because he doesn't have the ability to do other things...Thats what the spirits is for silly! Second, Banishing in the first place is rather hard and tends to hurt not only that you assume this character will actually be at the place of the 'battle' or target location. Thats what Remote Service is for. Not only would it hurt to Banish such a spirit but to my knowledge it takes a Complex Action and an Opposed Test. Ma+Ba Vs Fo. All it does is reduce services, that means you need at least around 4 (If I remember my lowest average) Hits. But wait! Theres more, it will only go on its next action, and you know what? I can pull it right back, with a few tests and drain I admit. But all that is kinda hard to do considering the fact that the Spirit of Man's Init is...26 with 2 IP's. Yes, as I've said in the first post this is an unorthodox Tradition, however it makes for a nice NPC Tradition as it adds a spook factor and well, its the Azlanders, what do you expect? Fourthly or something this post was not without reason. As a GM I would have to say the only real way to bend this back into play would be to add in a line (SR4, Pg 179B)'...is equal to twice (Or four times if over summoning) the hits...' There, you can still summon the sucker but this time it actually hurts. Even if the spirit rolls 2 hits you still go up against 8P Drain. |
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Feb 2 2006, 11:13 PM
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#35
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
I'm not saying it's not possible to create that character. In fact, the one I did just above your post is using a standard tradition and is within 1 die of your example if you add a F2 power focus (12 bp) to him. The one die was traded to be a full mage in place of a mystic adept. So I'd argue that the elf example is actually more powerful than yours since he can go somewhere astrally with the spirit, select his target, and order the spirit to manifest and do its damage.
If this were going on as an NPC, then that's all well and good (provided the team can handle it), but keep in mind who this person is. They are the most powerful summoner on the face of the planet. There will be a corps sending extraction teams looking for this guy so he can be offered a *ahem* job. If they can't do that, they'll be insuring that he doesn't join the competetition as certainly as possible (with a gunshot, of course). Think of it as the gaming equivalent of MAD. If I had a player make this character and seriously expect to play him in a game, I would simply declare that he wins and that ends the campaign. If the PCs can stand up to anything out there (or one PC is so powerful that the rest of the team might as well stay home) where's the point of playing that campaign any longer? |
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Feb 3 2006, 12:07 AM
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#36
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
If I were doing something along these lines, I'd do it like this:
Dwarf (20BP) Attributes (220 BP) B 6 A 1 R 1 S 3 C 2 I 2 L 5 (7) W 6 Ess 5.35 Mag 4 Edg 5 Ini Skills (130): Summoning 7 Influence 1 Cracking 4 Data Search 2 Computer 2 First Aid 4 Medicine 4 Qualities: (0 BP) Magician Aptitude: Summoning Mentor Spirit Astral Chameleon Criminal SIN Combat Paralysis Incompetence: Ritual Sorcery Equipment: Force 3 Air spirit Summoning Focus Rating 2 Cerebral Booster Datajack Platelet Factory Low Lifestyle Rating 6 Medkit Commlink You "only" roll 13 dice to summon an Air Spirit, and you usually go for a Force 7. You roll 14 dice to resist drain, and you have room to expand. You're not a one-trick pony, you are a modestly decent Hacker. You provide valuable team backup and can sick a spirit capable of killing most anyone in the game at will. And I mean "at will", you are good enough with medicine that you can patch yourself back together if things go awry. Your first Karma will go to purchasing specializations for Summoning (Air spirits) and Medicine (Magical Care), then you'll buy up Willpower, Logic, and Body. Your first :nuyen: will go to improving your Commlink and make you a better Hacker. -Frank |
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Feb 3 2006, 12:16 AM
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#37
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
ugh, i knew there was something "wrong" about having trodes thats on par with a good old datajack. only thing missing is a anchored reflex enhancement spell and a gun with skinlinked smartlink and this joker can do the sammie part to... edit: oh, wait. i missed the combat paralsys. and would he not be better of taking the hacking skill rather then computer?
its more that im lazy then that its hard to to the numbers. that and i dont have the book to look up the numbers... |
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Feb 3 2006, 01:31 AM
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#38
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
Yes, the intention is to have the job of "Street Sammie" performed by a Force 7 Air Elemental with Energy Aura. With his low low reaction, going last each round is meaningless. Of course, if that bothered you, you could go ahead and trade the Combat Paralysis for something else. It's more of a roleplaying thing (Ew! Get it off me!) to explain why it is that he developed a "combat" style centered around sending giant Id Monsters after his enemies rather than running in with a gun like a red-blooded Shadowrunner.
He actually has the Cracking Group at 4, which provides him with Electronic Warfare, Hacking, and Cybercombat. -Frank |
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Feb 3 2006, 04:46 PM
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#39
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panda! Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
oh crap, it was a group. please put a (g) behind those or something so that one can tell :silly:
then giving him both computer and cracking is a bit like putting butter on bacon as the hacking part of that group should cover the computer stuff nicely (you have to learn how to walk before you can run, therefor you know how to manage a spreadsheet before you can crack the DRM on it). hmm, why do i have this quote in the back of my brain: "picachu, i choose you!"? the more i look at it, the more i feel that the power of magic in SR4 does not so much come from it being a power in its own right, but that the essence requirement for much stuff have been "removed". no longer the need to get a datajack to be a hot decker/hacker and so on. im guessing that the old "geek the mage first" is more valid then ever... |
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Feb 3 2006, 05:31 PM
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#40
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Dragon Group: Members Posts: 4,138 Joined: 10-June 03 From: Tennessee Member No.: 4,706 |
Mages are powerful, there's no doubt about it. However, mages have always been powerful. One thing I'm noticing about SR4 is that mages are much more likely to take drain to get something good out of their magic whereas in SR3, you could usually cheese quite a lot of power without ever risking significant drain. One thing to consider is that if a mage is called in on a run, it's either a very difficult mundane run or it's one where the mage is being brought along to counter enemy magic. In other words, what's good for the PCs is good for the NPCs. |
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