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> SR4 counterspelling, too powerful?
Dr. Dodge
post Jun 14 2006, 03:43 AM
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QUOTE (fool)

The topic of the post though wasn't whether magic is too powerful, but rather if counterspelling was too powerful, and I have to say no.


hey someone remembered :)
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Xenith
post Jun 14 2006, 05:57 AM
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Agreed. While doing without won't cripple an entire team, so long as they spread out (a common sense battle tactic if possible), counterspelling is still very useful. Most mages do not pay much attention to counterspelling, and if they do they tend to be lacking in other areas... like actual spellcasting.

Its very hard to create a focused uber mage with them ending up lacking in other areas. In nose to nose combat, a mage usually loses. Additionally, a properly prepared enemy will be able to take out a mage with little effort. Troll and orc casters are tough, but lack the focused drain resistance any other races have the capacity for.

Truely, the most unbalancing mage is the Elf Shaman. Which is why they cost so much with seemingly "small" bonuses. Theres also the lack of penalties.

But since I'm wandering again, I'll just have to say that counterspelling is actually really balanced and that casters are by no means unstoppable. Its easy to take away counterspelling with the line of sight rule quite frankly. Be picky or not, but just remember that its only as balanced as the game master makes use of it.
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Member #5177
post Jun 14 2006, 08:27 AM
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QUOTE (hyzmarca)
Exceptional attribute + Bonus Attribute Point + Albinism gives you an extra 3 willpower to start with and increases you racial maximum by 1 or 2.

We always played Exceptional Attribute only increased the racial maximum. It did not provide any attribute points.

And the negative aspects of albinism always seemed to over-ride the benefit(s).
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hyzmarca
post Jun 14 2006, 04:13 PM
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QUOTE (Member #5177)
QUOTE (hyzmarca @ Jun 13 2006, 02:35 PM)
Exceptional attribute + Bonus Attribute Point + Albinism gives you an extra 3 willpower to start with and increases you racial maximum by 1 or 2.

We always played Exceptional Attribute only increased the racial maximum. It did not provide any attribute points.

And the negative aspects of albinism always seemed to over-ride the benefit(s).

Exceptional Attribute increses the Racial Modified limit by 1 which means that you can simply buy another point in that stat. Bonus Attribute Point allows you to exceed the Racial Modified Limit at Chargen.
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Member #5177
post Jun 14 2006, 06:56 PM
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QUOTE (hyzmarca)
QUOTE (Member #5177 @ Jun 14 2006, 03:27 AM)
QUOTE (hyzmarca @ Jun 13 2006, 02:35 PM)
Exceptional attribute + Bonus Attribute Point + Albinism gives you an extra 3 willpower to start with and increases you racial maximum by 1 or 2.

We always played Exceptional Attribute only increased the racial maximum. It did not provide any attribute points.

And the negative aspects of albinism always seemed to over-ride the benefit(s).

Exceptional Attribute increses the Racial Modified limit by 1 which means that you can simply buy another point in that stat. Bonus Attribute Point allows you to exceed the Racial Modified Limit at Chargen.

Since the edge does not address assigning attribute points, we do not think the SR3 rule of assigning no more than 6 points to an attribute superceded. (SR3.55)
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hyzmarca
post Jun 14 2006, 07:56 PM
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It is a poorly worded rule. '6 + modifiers' is equal to the racial modified limit. The implication is that starting characters cannot exceed the racial modified limit. This is supported by the fact that the text for Bonus Attribute Point specificly mentions the Racial Modified Limit in place of '6 and racial modifiers'.
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Member #5177
post Jun 15 2006, 08:26 AM
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QUOTE (hyzmarca)
It is a poorly worded rule.

Of course. Otherwise we would not be disagreeing.

QUOTE
'6 + modifiers' is equal to the racial modified limit. The implication is that starting characters cannot exceed the racial modified limit.

Agreed.

QUOTE
This is supported by the fact that the text for Bonus Attribute Point specificly mentions the Racial Modified Limit in place of '6 and racial modifiers'.

Agreed. But Exceptional Attribute only concerns raising the Racial Modified Limit and Attribute Maximum Rating. It does not say anything about providing Attribute Points to reach either limit.

If it did what you propose, why would it not cost more than 2 BP? Why would anyone take Bonus Attribute Point (unless they are double dipping for the attribute), when your version of Exceptional Attribute does the same thing and more?

We mainly see it purchased when the character is going to get bioware like Muscle Toner and wants to have their Quickness exceed the human maximum of 9, or when the player is planning long term and planning on raising the attribute as high as possible. 6/9 becomes 7/11, a troll's 4/6 becomes 5/8.

Both these reasons seem in line with the 2 BP cost.

Under your interpretation, everyone should forego paying 2 BP for an attribute point and buy Exceptional Attribute for every attribute. The cost would be equal while getting free benefits. That does not make sense any sense rules-wise.
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hyzmarca
post Jun 15 2006, 02:28 PM
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They cost is not equal. Exceptional Attribute doesn't raise a stat. It simply allows you to raise a stat. Using exceptional attribute for this purpose actualy costs 4 BP; 2 are for the edge and 2 are fo the stat itself.
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