New free spirit binding rules., Making it possible. |
New free spirit binding rules., Making it possible. |
Oct 10 2006, 05:14 AM
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#1
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
I'd make it Willpower + Binding + Initiate grade vs. Force + Edge.
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Oct 10 2006, 05:16 AM
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#2
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
go ahead. making it easier to control free spirits would probably not unbalance your game any more than it already is from normal.
can't say i feel the need to make it easier for most games, though. |
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Oct 10 2006, 05:16 AM
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#3
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
That's a bit too easy, isn't it?
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Oct 10 2006, 05:19 AM
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#4
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
Why shouldn't it be a viable option? As it is, you'll only get weakass spirits no matter how much Magic you get.
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Oct 10 2006, 05:22 AM
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#5
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
too easy for emo's games?
have you read any of the changes in his game Fortune? (as far as why it shouldn't normally be easy: because they are *free* spirits. if they were constantly being bound because it was easy, they wouldn't be very free, would they? not to mention free spirit powers can potentially be really unbalancing if a character gets access to them... i mean, even the wealth power could be kinda scary...) |
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Oct 10 2006, 05:25 AM
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#6
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I have yet to have the pleasure. I see that I have a treat ahead of me in that regard. :please: :D |
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Oct 10 2006, 05:29 AM
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#7
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
Here's my campaign thread, and here's my character idea page.
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Oct 10 2006, 05:31 AM
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#8
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Much obliged.
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Oct 10 2006, 05:35 AM
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#9
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
They are AWESOME.
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Oct 10 2006, 06:10 AM
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#10
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Yep. I can see that already, after just a quick glance.
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Oct 10 2006, 06:50 AM
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#11
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
But if you do that then you can't start with a mundane faustian who throws 16 free spirit binding dice before edge.
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Oct 10 2006, 07:51 AM
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#12
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
Yes you can. Though Emo would suggest you play an awakened faustian. :D
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Oct 10 2006, 08:22 AM
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#13
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Mundanes can't learn binding (or any other magical active skill) and they cannot initiate. According to Emo's formula they'd have to default to Willpower. However, you can't default on magical skills so the mundane is screwed. The great thing about using arcana to bind is that you can have a mundane with 8 Free Spirits on call and 8 accompanying Power Pacts. |
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Oct 10 2006, 01:21 PM
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#14
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
I was wrong. Conceded.
If anyone tries to accumulate so many power pacts in my game, bad things will happen. But thats likely different in Emos game, so that point may be valid too. |
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Oct 10 2006, 02:36 PM
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#15
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Dragon Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
Actually you can default magical skills sometimes. Specifically in the ritual for binding free spirits for that Opposed Test. Although i guess technically it isn't actually Defaulting as it doesn't appear that you take the -1 die penalty.
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Oct 10 2006, 09:17 PM
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#16
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
Why would you add Initiation Grade to that task?
Binding a powerful Free Spirit is certainly difficlt, but it is in no way impossible for a magician or a mundane to do. Let's take the example of the brand new Force 7 Fire Elemental. It has an Edge of only 1 or 2, so it rolls only 8 or 9 dice resisting a binding. However, the human on the other end does not get to use Magic (which is uncapped), but uses Willpower (which is capped). So a good binder is looking at perhaps 9 dice as well (5 Willpower, 4 Binding). The only advantage here is that the Human can be much more free with spending Edge than can the spirit. That's a substantial advantage actually and probably puts a human Mage over the top. Heck, even a human mundane with a good Willpower and Edge can make this a viable life choice (with 5 of each, you're looking at a substantial 10 dice with the Rule of 6, which is lightly more than 50% likely to grab our Force 7 spirit with 2 Edge). You'll note however, that especially at the high end, both Dice Pools are smaller than what people normally throw around. That's intentional. A normal Binding is Magic + Binding vs. Force + Force. Those are more dice on both sides of the equation than Willpower + Binding vs. Force + Edge. Smaller dice pools are less predictable than larger ones. One die gets more hits than 3 dice a full 9.9% of the time, while 8 dice get more hits than 24 as close to never as makes no odds. And that's the whole fucking point. By uniformly reducing the dice pools on both sides of the GM screen, the results of the binding attempt become less predictable. The powerful wizard has a bigger chance of losing control of the demon and having it attempt to eat his face. The gutter kid with a heart of gold has a better chance of rubbing the lamp and extracting services from the powerful ancient genie. Really, a lot of math went into forming those dice pools. They were playtested, and the do produce the intended results. Don't just look at them and say "WTF!? WHY MY DICEPOOLS NOT SO UBER?!1!" - actually consider what those dice pools really mean, and what they really do. It's your game, but the Free Spirit Binding rules actually weren't created with a slap-dash "that looks good" approach. The numbers were crunched, the Alladins, Fausts, and Buttercups of the world were given writeups, and th numbers were tweaked until the Efreet could be controlled the amount of the time that the backstory suggested. Some parts of Shadowrun are mathematically unsound and are like that because of insufficient considerations given to rule interactivity probability. Heck, some of those parts are in the Street Magic book (Blood Spirit Invocations and the Aspected Sorcerer quality for example). But I can confidently say that the Free Spirit Binding test actually does not fall into that category. Do what you like of course, but I think you're headed into dangerous waters here. -Frank |
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Oct 10 2006, 10:23 PM
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#17
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
Or you could just bind it in a background count; the spirit's Force is affected, but your Willpower and Binding are not. That's an awesome exploit.
And what's wrong about the Blood Spirit invocations? |
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Oct 11 2006, 03:21 AM
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#18
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Midnight Toker Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
You can summon, invoke, bind, and rebind a force 1 blood spirit untill you have 210 services, then send it out to eat 10 people, spending 10 services in the process. When all is done you still have 200 services from a force 61 blood spirit with an average dice pool of 122. Add another 10 people and you still have 190 services from a force 121 blood spirit with 242 dice.
This spirit will lose a force point per day but you can always expend a service to have it eat another person. |
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Oct 11 2006, 03:26 AM
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#19
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
I still maintain that a blood spirit's original Force at summoning is its "natural" Essence, which puts a cap of original Force X 2 on how big it can get. That's still plenty overpowered without being god like.
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Oct 11 2006, 03:36 AM
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#20
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Dragon Group: Members Posts: 4,589 Joined: 28-November 05 Member No.: 8,019 |
That's kind of the point of there being blood spirits, though, isn't it? You have to get a metamagic after Invoking in order to get them, and canon-wise, blood mages are supposed to be at least initiate grade 8.
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Oct 11 2006, 03:57 AM
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#21
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
There's powerful, and then there's ridiculously overpowered and broken. SR4's current rules on Blood Spirits leaves them in the latter category. |
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Oct 11 2006, 04:33 AM
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#22
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
Yeah, even on my interpretation it's not too tough (if not quite easy) for a single good blood mage to kill a regular dragon.
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Oct 11 2006, 09:49 AM
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#23
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Runner Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
This will be addressed in errata. In effect, a line is missing from the Energy Drain power that effectively caps the max increase the power grants to any Att (including Force). |
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Oct 11 2006, 06:33 PM
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#24
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
Such a mess. Let's say that we actually intended to rewrite it in such a manner as would do approximately what it's supposed to do:
Then you'd give it Essence Loss. And holy crap, that totally isn't an infinite power loop, and it causes the spirit to actually consume more and more people as it gets more powerful and it still functions when the spirit goes free and everything. And why does it work at all? Because it's the basic rules that already exist in the Shadowrun BBB, that's why! Blood Invoked Spirits have special rules that don't work on any level and were never playtested. I honestly have no idea why they saw print. I mean, even the ones I just printed suffer from the fact that every couple of days a Blood Spirit would be able to go "all crazy" and kill Ghost Walker with its Darkseid-like eye beams, but at least it functions at all. Honestly, I don't know why we don't go all the way and use the Essence Drain power as written on page 288 of the main book: with the boost applying only to a single attribute. It's still very scary to face a spirit with an Agility or Magic of 24, it doesn't need to have an Initiative of 50 or skills at 24 to be a major threat. -Frank |
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Oct 11 2006, 06:44 PM
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#25
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
I wasn't talking about a flat double Force cap; I'm talking about the twice Essence cap in the Essence Drain ability. Force = "racial/normal" essence for these purposes.
It seems pretty easy to rule that spending karma on a new point of Force for a free spirit raises this "natural" number, so he gets one permanent point of Force and one more point of temporary Force/essence he can eat with his Essence Drain. I take it as obvious that Force loss due to Evanescence come first from "bonus" Force that you've drained from someone, and that loss below your "normal/natural" Force is temporary and doesn't change the underlying value for purposes of later having a metahuman feast and buying up your Force back to your two times maximum. All of which is somewhat besides the point, because I agree that repeate bindings on a Force 6 spirit to load up with services and then blood invoking and feeding it a single person to bring it to Force 12 is way overpowered. On the other hand, only a double handful of Azzie blood mages are likely to be able to do it, and if any organization should have the ability to knock down a dragon without too much trouble, I'm ok with it being them. |
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