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> Magic > Tech?, I don't want any trouble...just sayin'..
JonathanC
post Apr 5 2006, 08:33 AM
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I've noticed this as an attitude among a lot of players, and I was discussing it with someone who was planning to run a play-by-post Shadowrun game (4th edition in this case, but I've had similar experiences in 3rd). Basically, all of the characters (or most) submitted to the GM were mages, adepts, and one technomancer. No cyberware badasses, not even a decker. And really, who can blame them? I sent the GM a traditional "decker" (I guess they're called hackers now), but honestly...I'm reconsidering. I almost sent in an Adept myself.

Cyberware characters have to worry about all sorts of cyber detectors, legalities of their 'ware, essence loss and its effect on healing, and the huge cost of upgrades.

If I'm an adept with the equivalent of wired reflexes, I can walk through any checkpoint in the world, provided my fake ID works. I can't be arrested for being Awakened, at least not in most countries. And I can initiate until the cows come home to get more power points to upgrade with...and I have no penalties when it comes time to get healed. With the exception of Rigging, any job you can do with a cybered-out character can be done better with magic. And now that you've got technomancers, you don't even need cybered characters for that.

I think of cyberware as being a bit part of the setting of Shadowrun, but using it as a player seems almost like punishing yourself now. Am I missing something?
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hyzmarca
post Apr 5 2006, 10:40 AM
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Improved reflexes will always cost an adept the same amount of magic unless he takes a volluntary geas and in that event it will be unavailable part of the time. With higher grades of cyberware a sammie can reduce the essence cost of his Wired Reflexes by up to half with no downside oter than extreme cost.

There is also the bioware issue. A .1 essence character can still stuff 3 points worth of bioware into himself which helps improve the expansivility of a cybered mundane.

The second problem is the karma/nuyen dichotomy. In a low cash high karma game the magicians/adepts come out ahead. In a high nuyen low karma game the cybered characters come out ahead. In a low karma low nuyen game the cybered characters come out ahead, in a high karma high nuyen game the cybered characters can hold their own with the magicians for some time but are soon clobered by weapon focus wielding adepts in melee and smartlinked gun adepts at range and they eventually fall behind the magicians.

A cybered character will have more mundane skills than a magician and at high ratings, usually. The awakened character is a karma sink in both long and short terms which the cybered character is simply a moneysink. The cybered character can better afford to improve skills (although he'll run into diminishing returns on any single skill before the adept does due to Improved Ability).

Also, cyberware is far more versitle than magic in some ways (less so than others) in the places where magic and cyberware don't overlap it is best to have both.

Of course, the versiltility of a well rounded rigger cannot be overstated. That magician may be able to levitate you but can he fly an airplane?
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Kremlin KOA
post Apr 5 2006, 10:49 AM
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in 4th the magic > tech thing is a little worse but adepts trump both
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Dranem
post Apr 5 2006, 11:30 AM
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Coming from someone who loves to play magical characters I'd like to lay out some Pros and Cons for magic versus mundane...
1) Awakened People are suppose to be rare, I've known many GM's to take x amount of magically active and then close the magic slot.
2) Technomancers don't use programs, the amounts of Complex Forms they use is limmited depending on their resonance. A Hacker can buy as many programs as he likes with only regard as to cost. Though the Technomancers ability to load as many forms as they like not to mention threading easily overcompensates :)
A Technomancer's Persona damage track is the same as their physical track, there is no buffer to protect their meat from IC.
3) As there are cyberware detectors, there are magic detectors (watcher), wards, and barriers. Some locations to restrict magic use, forcing mages to wear dampeners. (which are extremely uncomfortable)
4) Hackers are extremely versatile: They are leet computer experts, pro vehicle and drone controllers and can hack into most electronic/magnetic lock systems.
When the heat gets high, they can log off and kill their commlink. Technomancers are always connected, the only way for them to go completely offline is unconciousness.
5) In SR4, when a mage/technomancer gets Ware, it not only lowers their total magic/resonance cap, but also lowers their current attribute! Meaning more Karma/BP to keep yourself at the same level.
6) Awakened character have a -2 penalty against them when being treated by mundane healing checks. Magical healing cannot heal spell drain, only First Aid.
7) Last of all, creating an awakened character is expensive. As you need to devote BP to your Magic or Resonance, to the qualities to be what you are, to the spells or complex forms you can have, and so - like many other RPGs, Awakened characters start out physically weaker (except maybe adepts) than your average Joe. You shoot a cybered samurai and he'll keep coming after you. You shoot a mage and he's down for the count.
I may have missed something, but that's all that comes to mind right now.
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mmu1
post Apr 5 2006, 12:38 PM
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Yes and no.

On the one hand, I think magic tends to dominate the setting - excessively so, in my opinion. I dread the day when someone comes up with the magical rigger, to go with the technomancer, and there'll literally be no specialty that a mage won't be able to handle.

On the other hand (in SR3 at least) there's still a lot of things that cybered individuals do better than the awakened. The aforementioned riggers are one example. Another is the character with a lot of skills at extremely high level, courtesy of skillwires and ECD (which you can stack on top of many other archetypes, skillwires are cheap - relatively, anyway) Finally, there's the fact that while (for example) a street sam might not have as many dice in one gun skill as a gun adept, he'll likely be faster, stronger, have a higher reaction, a better body, a much higher armor rating, a lot more vision and hearing enhancements, etc., because those things are a lot cheaper to improve with cyber and bioware than using magic.
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rozark69
post Apr 5 2006, 01:08 PM
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Just had a thought, as Magic users are rare in the game which they are supposed to be, dont most GMs forget that? Not being funny but in the games Ive been in the GM I use was very good in that Magic was not on every street corner and thereby was a spectacular ooo aaah thing when seen. When coming up against a Mage it struck fear in my heart for what they could do. But with other GMs the Mages sorta are like the Orcs Many many many of them the runners have seen it now its boaring. Shouldnt it be up to the GM`s to keep a healthy balance????

If I were running a game of say for argument sake 6 people I wouldnt allow all of them to be awakened as the odds of that many people magically active coming together that arent part of a group are frightfully rare. I would have some sort of dice roll or something.

Just a thought.

Be well.
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nezumi
post Apr 5 2006, 01:50 PM
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In my game, mages are much more common (because the best defense against a mage is another mage). Wards are a dime a dozen. There are penalties watching the physical plane from the astral. I'm also thinking up a weapon that mundanes can use against magic or at least a reliable astral camera. I will certainly say that magic IS better than non-magic four times out of five. Giving the non-mages something they can use against mages will be great in balancing that. I also strongly enforce OR rules and the like. Magic is pretty useless against drones. I decrease the TN to spot a spell being cast. I do enforce the rule that astral travel through the earth is difficult or impossible, and I allow for grounding. I've considered (but haven't implemented) not dividing force by two when calculating drain.

And of course, mages are shot first.
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stevebugge
post Apr 5 2006, 02:43 PM
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QUOTE (rozark69)
Just had a thought, as Magic users are rare in the game which they are supposed to be, dont most GMs forget that? Not being funny but in the games Ive been in the GM I use was very good in that Magic was not on every street corner and thereby was a spectacular ooo aaah thing when seen. When coming up against a Mage it struck fear in my heart for what they could do. But with other GMs the Mages sorta are like the Orcs Many many many of them the runners have seen it now its boaring. Shouldnt it be up to the GM`s to keep a healthy balance????

If I were running a game of say for argument sake 6 people I wouldnt allow all of them to be awakened as the odds of that many people magically active coming together that arent part of a group are frightfully rare. I would have some sort of dice roll or something.

Just a thought.

Be well.

I agree. I try to keep magic rare, though my group wants to play mages primarily, which has left them really stuck a few times. Mages have troubles with technical security in lots of situations, sure they can use brute force to get by but sometimes that's incompatible with their job requirements ;) Also any sort of job that involves Vehicles or heavy Matrix work can thwart an all magic group too. I agree it's the GM's job to keep magic rare, my security teams rarely feature any adepts or mages and I tend to keep the "mage as bad guy" schtick to a minimum. I've never put a cap on the number of adepts or mages in the group but I have considered it.
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Kagetenshi
post Apr 5 2006, 02:45 PM
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QUOTE (rozark69)
Just had a thought, as Magic users are rare in the game which they are supposed to be, dont most GMs forget that?

I should say they do, given that magic users are only half as common as natural blondes, and lord knows you never see two of them in one day.

~J
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Platinum
post Apr 5 2006, 04:51 PM
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QUOTE (Kagetenshi @ Apr 5 2006, 10:45 AM)
QUOTE (rozark69 @ Apr 5 2006, 08:08 AM)
Just had a thought, as Magic users are rare in the game which they are supposed to be, dont most GMs forget that?

I should say they do, given that magic users are only half as common as natural blondes, and lord knows you never see two of them in one day.

~J

Mages are rare, but shadowrunners are rarer, and the percentage of mages in the shadows will be higher than mages in the general populace. Their abilities just happen to make them perfect for line of work.

Magic has definitely come to the forefront of the SR world and trumps all. If SR4 didn't merge riggers and deckers into hackers, you would have seen magical riggers. The release of SR3 was the first step to taming down cyber and boosting magic based characters. (ie, the shift in init, changes to burning out and geas) but few caps were placed on mages.

As for high paying SR campaigns, usually high pay will also result in high karma rewards or at least the karma for cash rule, which means that magical char still come out ahead. They could also spend this money on foci, better gear instead of surgury.

From the look of things the mainimpression that I get from SR4 is the best chars will actually magical, but have some minor mods. Kick-artists or mages with a few cyber mods, rule the jungle. If you can initiate you can overcome any obstacle.
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Kagetenshi
post Apr 5 2006, 04:55 PM
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I think you missed my point, namely that mages are not by any reasonable definition of the word rare.

~J
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The ubbergeek
post Apr 5 2006, 05:02 PM
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1% of the population of the global population is awakened, and only a fraction are serious mages/shamans/adepts and all. With local and factor variations, like Oni, the Tir and Tibet, but not much.

It's rare in my book.

I wonder... With the years passing in the upcycle, would the slow rise in mana level would make that % grow?
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Platinum
post Apr 5 2006, 05:13 PM
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They should probably start upping the numbers with the next releases. With how much show time magic and adepts get, especially after the comet wizzed past.

In my game, magic is going to have a reverse spike for a few months. People are going to be confused because their mojo goes south for a littel while.
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Landicine
post Apr 5 2006, 05:15 PM
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On rarity, I don't think it matters. Runners aren't supposed to be the average people on the street. A normal average human in Shadowrun is what, 3 in every attribute? A million nuyen is a decent amount of money (what is it about 83 years of a low lifestyle?), how many people have that installed as cyberware enhancements in Shadowrun?

I would actually assume that mages and magical people would stick together. They have more in common. People who play Shadowrun are a small part of the population, but we always seem to clump together, don't we? I don't like putting such restrictions on my players by saying "quota: 1 full mage, 2 adepts, 3 characters who took the million, and the rest, good luck."

Magic is very powerful, but I also think lots of antimage stuff was provided in the multitude of books without making every enemy a mage. My group tends to abuse invisiblity, physical mask, and masking, but a few wards can play havok with that. I also think that reasonably, some enemies have to be mages. The corporations are going to spend the money to put a few mages in a security force. Probably not that 3rd-level initiate with the power focus (save them for corporate magical research), but some scrawny guy with a detect magic spell and some experience banishing would probably be worth hiring to protect the building in the evenings the 3rd-level initiate works in.

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emo samurai
post Apr 5 2006, 05:18 PM
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If you took the mean as the main criteria for making characters, then you wouldn't make shadowrunners. You'd make a corporate toadie intern, or a corporate toadie executive, or a junkie passed out in the gutter.
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JonathanC
post Apr 5 2006, 08:57 PM
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I can understand limiting Awakened characters; but my question was more specifically about the power level difference between Awakened characters and Cybered characters. Comparing Apples to Apples (Adepts vs. Cyber Sams insteada of Mages vs. Cyber Sams), the Adept is going to take a bullet as well or better than the Cyber character, since they wear the same armor, plus Mystic Armor. The cost of increasing reflexes via Power points doesn't matter in the long run, since you can always get more power points, whereas ripping out your Alphaware Wires and getting Beta or Delta put in is medically risky, highly expensive, and time-consuming in the extreme.

And again...if you're caught with Wired Reflexes, you're a criminal. They toss you in jail. If you're caught with Adept Powers...you're just an Adept. You get a dampener, but you go free. Aside from a few things like Skill Wires, internal air tanks, and the like, there isn't much of anything you can get with cyber that you can't match or surpass with magic or powers.

And technically, can't a Technomancer do rigging? And there's nothing stopping a mage or anyone else from dropping cash on one of those maglock picking machines. Think of all the cash they're saving from not buying cyberware. ;)

Am I wrong in thinking that using Mages, Adepts, and Technomancers, you could have a very effective (possibly more effective) team with absolutely no cyber or bioware involved?
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Kagetenshi
post Apr 5 2006, 08:58 PM
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Mystic Armor only applies to Impact armor, not Ballistic. Otaku cannot rig without a VCR, which is difficult to get on ¥5,000 starting resources.

~J
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JonathanC
post Apr 5 2006, 09:03 PM
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In 4th ed, Technomancers aren't under any limits on resources, and I believe Mystic Armor applies to ballistic as well (in 4th ed, that is). I don't have the book in front of me at the moment though, so I could be wrong. They also did away with VCRs, if I recall correctly.

Still, that puts an Adept on about equal footing with a cybered guy vs. guns, and on superior footing in melee or against elemental manipulation attacks (flamethrower, powerball, etc.)
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Kagetenshi
post Apr 5 2006, 09:09 PM
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QUOTE (JonathanC @ Apr 5 2006, 04:03 PM)
They also did away with VCRs, if I recall correctly.

P331. They did away with anything significant about it, but the actual 'ware is still there in an extremely cut-down form.

That said, the argument for overpowered magic is far stronger in SR4 (among other things due to the drastically reduced costs for magic backed up by the tissue-paper "guidelines"). In SR3, I would argue that it is far from true.

~J
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Dranem
post Apr 5 2006, 09:22 PM
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Kage: 4th Edition. Technomancers can control the Matrix and wireless devices without any technical assistance. They 'feel' the technical world around them and manipulate electronics much the same way that mages manipulate mana.

Jonathan: With the proper legal or fake licenses, you can get away with most cyber without ending up in jail. In fact SR4 plays out that cyber and body mods are so common that cyberware scanners are only placed in restricted zones. You'll get accosted by security in restricted areas regardless of whether you're cybered, magic of not.
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JonathanC
post Apr 5 2006, 09:35 PM
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Sure, but I was talking about a worst-case scenario. It just seems to me like magic is simpler to deal with from a legal standpoint, equally/more effective, and more convenient (assuming you're Awakened) than cyberware is. Perhaps they'll address this in the coming year with 4th ed books.
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stevebugge
post Apr 5 2006, 09:38 PM
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I think the legality of Magic changes from GM to GM. I have Lonestar very fearful of magic, they tend to treat the awakened from a perspective of Guilty until proven Innocent rather than the other way around (cyberware is treated as innocent until proven guilty, but we already have a lot of evidence)
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mintcar
post Apr 5 2006, 11:02 PM
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All the time when I read this thread I was planning my response: "but.. mages are not rare". Then I saw Kagetenshi had beat me to it. But really, 1% of the population? Even if only a fraction there of go into serious magical use, that's a lot. You should see one on every street corner, more or less, even though you might not know it. You should ocationally see a mage metamorphosed into an owl eying the room suspiciously in your favorite bar. You should see spirits and awakened creatures, ocationally, not just when they attack you.

In my mind the problem is that magic is treated like super-powers in most games, which does nothing to keep the setting gritty, if that's what you're after. It just takes away the flavor of magic and mystery in the world and makes it into something that's just there for the characters to use.

There are ways to counter magic, there are ways to detect it, and people that matter will use them. So the GM has every reason to limit magicans just as much as cybered characters.
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JonathanC
post Apr 5 2006, 11:39 PM
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Thanks for the responses. It seems like more or less the consensus is that Magic, in general, is better than cyber. But this can be circumvented by limiting magicians. The thing is...why bother limiting them? I mean, why favor some of your players (those lucky enough to get the "Awakened" slots before you stop taking magic characters) over the unlucky schlubs who have to make do with a pistol when they could have had a flamethrower spell?
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toturi
post Apr 6 2006, 01:02 PM
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1% of the world population is Awakened. What is the percentage of the world's population who are shadowrunners? Does the GM need to keep in mind that runners are rare? There are about a couple of billion people in the SR3 Earth. Therefore there are about 10-20 million Awakened. You call that rare?
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