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> Power Points for PysAds?, ???
Churl Beck
post Feb 1 2006, 12:41 AM
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QUOTE (cgordon_13)
What I was hoping for was some thoughts from the developers about why Adepts reach a wall at some point where further advancement is prohibitively expensive.  As it stands, I think it was a poor decision.

I think your point about magicians being able to learn an unlimited number of new spells, regardless of their Magic attribute, is pretty compelling. However the best solution may just be to somehow limit a magician's spells by his Magic attribute. Also, while Adept Powers are variable in cost, a powerful spell costs just as much karma as a weak one. But then one has to remember that the full "cost" of a spell is its Drain, which has to be paid with every use.

On the other hand, if one compares an Adept to a Street Samurai, the Sam only gets 6 points of Essence (with no chance of increase). Not counting :cyber: zombies.
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Lagomorph
post Feb 1 2006, 12:50 AM
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I think the primary difference between the adept powers = mage spells is that basically, you're treating your purchased magic rating for an adept like an essence cost for street sams, if you want to get an improvement out of your adept, maybe look at getting something like alpha beta or delta grade powers, multiply the cost of a power by .8 for some amount of karma and that would add room in for an extra power. maybe a karma cost of 8 or 4 times the power point cost to upgrade it a level (std->alpha) and then the same amount to upgrade all the way to "delta grade" powers.
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TinkerGnome
post Feb 1 2006, 01:00 AM
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Mage spells != adept power points in scalability. Adepts get the use of every single power point at all times that they apply much like street sams and their ware.

One thing that I've seen work fairly well in the past is allowing the purchase of karma for cash (1k :nuyen: per karma worked okay in SR3 and would probably work better with SR4).

Mages are balanced by drain (which looks like it'll be hitting a lot more in SR4 than 3) and the fact that they are relatively limited in how many dice they get to resist it.
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Kyoto Kid
post Feb 1 2006, 05:49 AM
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QUOTE (TinkerGnome)
QUOTE (Kyoto Kid)
[edit] Sorry. formatting seems to go south after the post is saved

That's because you need to utilize a fixed width font. Voila.

CODE
Initiation grade:   1   2   3   4   5   6
Karma              13  16  19  22  25  28


* I make no claims to the accuracy of the above, simply stating that's how you make a block of monotype text.

Thanks,

Still haven't figured out all the tricks yet (like including links etc.). Only on a limited time of the day.

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Brahm
post Feb 1 2006, 04:54 PM
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QUOTE (Lagomorph)
I think the primary difference between the adept powers = mage spells is that basically, you're treating your purchased magic rating for an adept like an essence cost for street sams, if you want to get an improvement out of your adept, maybe look at getting something like alpha beta or delta grade powers, multiply the cost of a power by .8 for some amount of karma and that would add room in for an extra power. maybe a karma cost of 8 or 4 times the power point cost to upgrade it a level (std->alpha) and then the same amount to upgrade all the way to "delta grade" powers.

Geasa did this in SR3. Powers cost 25% less with a Geas.
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Space Ghost
post Feb 1 2006, 09:12 PM
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Or better yet, geasa could also allow a coexistence of cyber and adept powers. If geasa come back in Street Magic, you won't need to worry about an adepts power level.
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TinkerGnome
post Feb 1 2006, 10:24 PM
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Not having Geasa around makes me happy. Especially voluntary geasa. I've witnessed some feats of power gaming that make my skin crawl...
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Brahm
post Feb 1 2006, 10:28 PM
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QUOTE (TinkerGnome)
Not having Geasa around makes me happy. Especially voluntary geasa. I've witnessed some feats of power gaming that make my skin crawl...

I second that, having performed feats of powergaming that would make your skin crawl.

:vegm:


Wrong thread?
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Shrike30
post Feb 2 2006, 12:27 AM
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The whole "20 points of karma for a power point" rule in SR3 existed only because the rules for initiation weren't in the main book, and the official Q&A stuff does, in fact, say that initiation is meant to supercede this rule. When SR4 came out, they put initiation in the main book, and therefore had no need to also include the dumbed-down version of initiating the 20-karma rule represented (namely, turning in some karma to gain more powers).

I don't see what the conflict between your old concept and the current ruleset is. For an adept, his Magic attribute isn't a measure of his ability to control and channel mana (that mumbo-jumbo stuff) in the same way as a mage... the slang equivalent is much closer to "his kung fu is stronger." Your understanding of your body grows through hard training and discipline, and your powers grow with it (as, OOC, you initiate and then buy another point of magic, gaining a power point in the process). The metamagic you pick up along the way is easy to roll into this concept... learning "centering" doesn't mean you have to suddenly develop this crazy magic ability along with your martial skills... you could just run through the first few moves of Crane form to calm yourself and prepare for what is about to come.

The only real problem I think you would encounter jumping from pre-Magic-In-The-Shadows SR3 to the current version of SR4 (and trying to duplicate the character) is that your Karma costs are going to be totally different, and you'll probably be at a different power level. Since this hit pretty much every type of character in odd ways (little things like some 'ware getting cheaper, lots of gear no longer having rules or being outdated, and the like) this is a pretty minor issue.
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Kyoto Kid
post Feb 2 2006, 05:28 AM
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QUOTE (Shrike30)
For an adept, his Magic attribute isn't a measure of his ability to control and channel mana (that mumbo-jumbo stuff) in the same way as a mage... the slang equivalent is much closer to "his kung fu is stronger."

The terms "KI" & "Chi" tend to come to mind for my adept characters.

Even though it's more expensive to gain additional power points, raising an adept's MA became a lot more attractive in SR4 since there is no longer the risk of Magic Attribute loss for taking a deadly wound. In the past most of my adept characters' MA topped out at 6, maybe 7. Additional magic points gained through initiation were then burned out to get bioware.
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