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laughingowl
post Oct 25 2006, 01:58 AM
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Obviously many have seen my other post and the post flurry it started. Trying to keep the 'intent' style but also limit it somewhat (and make it combat spells work closer to every other type of spell).

What do people think of this house rule:


Combat Spells:

Base DV equals the total hits on the spellcasting test (capped by force of spell as always since this is the maximum hits you can have).

Applied Damage equals: Base DV + Net hits.


Every other spell type Force does nothing directly for the spell (save making it harder to dispel) but raises the 'potential' for success. The 'casting' is what determines how powerful it is.

This change would weaken mages somewhat, but follow the established concept for all other spells types and be more consistent with the other types of spells.

No longer is a force 12 spell (if it works) guaranteed to do 13 boxes of damage... WHile it still has the potential to do a base DV of 12, it requires the caster to get 12 success to get the base DV of 12.

This seems to follow how other spells work much closer.

While it obviously does 'weaken' the mage somewhat, it only really becomes a problem at the huge overcast spells, which is where most people will agree it can get a little silly.
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Fortune
post Oct 25 2006, 02:06 AM
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As I implied in the other thread, I think it sucks the life out of Direct Combat Spells, totally screwing the Magicians.
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toturi
post Oct 25 2006, 02:14 AM
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Overcasting has its own sets of drawbacks and I think that the combat spells' drain values are balanced to their strengths. If you weaken the effects of Direct Combat Spells, then you'd need to look at lowering the Drain as well.
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Glyph
post Oct 25 2006, 02:39 AM
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You would be severely weakening combat spells, especially compared to things such as firearms, which do have a base damage, often a pretty high one. Would you be combining this with your interpretation of the rules which lets the target make an additional damage resistance test after making the spell resistance test? If so, combat spells will be all but useless.
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Garrowolf
post Oct 25 2006, 02:53 AM
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I did a few things to balence out the power level a bit.

First off I capped Magic at 9. You can initiate up to your magic rating up you can't raise your Magic rating itself above 9.

Then I capped overcasting at Magic + 3.

Then I added an additional type of overcasting called "Pushing a Spell". This allows you to cast a spell at a force less then or equal to your magic rating but to greater effect. It still causes the shift to physical damage. You can't Push and Overcast at the same time.

Pushing a spell gives you your force as base damage + successes. Your successes are still limited by your force but this means you can potentially do double your force in damage with a good roll.

Your drain is Force + Drain Modifiers, not Force/2. It is harder and potentially more dangerous to cast this way but it is very effective. Because of the caps on magic there is a hard limit on spell power levels.

This brings it more in line with the SR3 Deadly damage spells but people have a choice on what drain amount they want to take.

If you want to you could make the ability to Push a Spell be a metamagic technique if you wanted to limit it.
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laughingowl
post Oct 25 2006, 03:08 AM
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How so?

Non-overcast spells: Force 6 < for starting mages.

Most any mage build will get 6+ GROSS hits and do exactly the same damage..


What it does limit is high level overcast spells (well statistically force spells > 1/3 your total casting dice pool).


However as other threads are pointed out as they exist right now a 'noob' mage actually has a pretty good chance of totally dropping just about any listed creature in the rules up to and including the 'base' stats for a great dragon.

ALL other spells the 'spell casting' test determines the strength of the spell NOT the force, the force only sets the maximum effect.

Why do combat spells get stronger from force NOT potential for being stronger.
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cybertrucker
post Oct 25 2006, 03:10 AM
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i launched a smart thermal smoke grenade blinding the mage that was casting those powerful combat spells then proceeded to shoot him from cover using ultrasound site smart goggles...It worked well. Thank you Ares alpha with APDS ammo, with all that smart gun technology you saved my bacon!
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laughingowl
post Oct 25 2006, 03:42 AM
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Hmm well first.

I have never stated I intended to use the damage resist for direct damage; jsut a in-depth reading gives a possiblity that they SHOULD.

I totally agree that BOTH would drastically weaken and in fact gimp mages.

However this as a stand-alone I do not think would weaken normal mage combat.

My problem is two-fold in looking at them:

1) No other spell gains power from 'force' but rather spellcasting sucesses. Raising the force of a direct combat spell by 1 is the equivilant of THREE dice on the 'reistance' roll.

2) Direct Combat spells (when pushed) are very much all or nothing. A newbie mage that can safely (my bleed a little but minor wounds) be relatively assured of doing 13+ stun damage to even a great dragon is pretty darn powerfull.

With this change that same noob mage would likely be doing 8-10 (minimum) damage. still not bad, but still a very reasonable hit.

I am not sure I like changing 'overcasting' rules since that can seriously limit the ability to do some other spells. (anyone try increase body on a troll :-) to me the only real painful place overcast comes is combat spells and that is because force measures strength not the potential for strength.


Well wanted peoples opions on this one, and despite others seems to think overcasting (especially) is overpowered, looks like so far people dont like this one. Although think I will actually run it in my next game and see how it fully works out. Working the number 'in my head' doesnt seem like it will change the average one bit for 'normal' casting and will only weaken drastic overcasting and does follow the precedent set by all other spells closer.

Garrowolf:

While you limits work very well for players. Is tha magic 9 cap hard.

What about the old force 12 spirit of man. Is it magic 9, or 12, overcast to 15?
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Garrowolf
post Oct 25 2006, 03:53 AM
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The magic cap is for metahumans. Dragons and great form spirits and what ever other powerful magical baddies you want can go higher. That is part of the point. I wanted any PC magic users to know that they are not the top of the magical food chain. That reality check exsists for every other character type but magic just kept on going so I decided to stop it.

I haven't sat down and worked out what would happen with pushing a spell other then a combat spell. I guess that it wouldn't work so it may be a combat only technique.

the thing about trolls is I use a rule that says that when a metahuman increases their attributes that have a bonus they pay for the increase without the bonus. This way they are not screwed when spending karma in game. I would do the same for the spell Increase Attribute.
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laughingowl
post Oct 25 2006, 04:04 AM
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QUOTE (cybertrucker)
i launched a smart thermal smoke grenade blinding the mage that was casting those powerful combat spells then proceeded to shoot him from cover using ultrasound site smart goggles...It worked well. Thank you Ares alpha with APDS ammo, with all that smart gun technology you saved my bacon!

First doesnt really have anything to do with this thread. Not really trying to compare your can kill mine, nor comparing magic to firearms.

Was looking at inconsitancy with combat spells and other types of spells (and is overcast cast combat spells too powerfull).

But if you bring it up:

Hmm ok all you have done is taken 4 dice out from me and likely 4 dice of your coutnerspelling mage. (or only two if either of us are an elf (or otherwise have low-light).

You are by the way at a -2 even with your ultra-sound due to the visiblity modifiers.

Also I just happen to be wearing mage-site google with a 30m cable attached.

Sure I am a -3 dice, but 30m of hardened steel and your Ares Alpha aint gonna touch me.

Bye bye sammy!

Its easy to come up with I cna beat you under these specific situations if one side can pick the choices after the other, so really has nothing to do with this conversation.
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Big D
post Oct 25 2006, 04:10 AM
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QUOTE
Most any mage build will get 6+ GROSS hits and do exactly the same damage..

Yeah, the average beginning mage starts with 18 combat spell dice...
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laughingowl
post Oct 25 2006, 04:11 AM
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QUOTE (Garrowolf)
The magic cap is for metahumans. Dragons and great form spirits and what ever other powerful magical baddies

Forgot all the NPCs...

Force 12 by your rules spirits of man (which I why I used it) is possible for a player to summon.

So what is its maximum casted spell. 12+3, 12+6 (if it hard set maigc+3 or magic*1.5)

Also is the magic cap 9 BEFORE essence lost or after.

Or the ultimate guy now:

Magician Essence 1.01 Magic 9 Initiate 8 (or 9)


(not necessarily dishing your system and in truth I do sort of like it just trying to work out the 'problems'. The magic limit is reasonable since it is (well along with its equivilant ressonnace) the only 'uncapped' value in the game.)
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laughingowl
post Oct 25 2006, 04:18 AM
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OK since the vast majority see this is too weakening.

What about.

Combat spells base damage equal: MAGIC + net hits (capped by force)

You are assured of doing you magic damage (if it works) and overcasting can up this IF you can well; however an overcast is by no means an instant kill.


Note this would be a standalone. Not intended for other changes (over casting rules, etc).

So a powerbolt-6 cast by a magic 6 mage: with 2 net hits:

Damge (Base damage 6+2 = 8, capped at 6) + net hits = 8.

If cast at force 8 instead:

Damage (base damage 6+2=8 capped at 8) + net hits = 10

If cast at force 12:

Damage (base damge 6+2 = 8) + net hits = 10.

non-overcast work exactly the same way.

Overcasting now has limits based on your spellcasting skill.

Still makes 'combat' spell works totally differnt then every other spell, but limits overcasting and puts them a little closer inline to other spells.
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laughingowl
post Oct 25 2006, 04:19 AM
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QUOTE (Big D)
QUOTE
Most any mage build will get 6+ GROSS hits and do exactly the same damage..

Yeah, the average beginning mage starts with 18 combat spell dice...

Plenty of people on the forums here have posted 'begining' mages that can/do.

While none of mine have, either as my characters in other games, nor my players in the games I run. The 'possibility' is there.
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ShadowDragon
post Oct 25 2006, 04:33 AM
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This might be balanced if you forget that casting is a complex action. Direct combat spells have a nice punch to them, but you can't fire off as many spells as a sammy can fire off bullets.

If you want to balance direct combat spells with indirect, try buffing indirect somehow.
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Garrowolf
post Oct 25 2006, 04:36 AM
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9 is the magic cap so Force 12 is only possible with overcasting. I don't allow spirits aiding casters to increase the Force, only add dice.

I am also harsh on characters that get cyberware and have magic. Each point of magic that they loose to cyberware increases their casting threshold by that much. Geasa does not remove this. If you take physical damage from drain and you have a cyberlimb then you have to check for damage to the cyberlimb.

I limited Geasa to only 3 points of loss possible. If you loose more then 3 points of essence, even if you counter it with geasa, you loose your magic ability.

Also you take any essence loss as a penalty to social tests with spirits as you are unnatural. This doesn't help in binding tests (it's not an intimidation bonus).

On the other hand clonal replacement is cheaper then cyberware and costs no essence loss. If you remove the cyberware then you get the essence back in my game.
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Narmio
post Oct 25 2006, 08:24 AM
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Owl, I think you are basing your nerfs on the upper extreme of twinked out players, and therefore screwing everyone else over. Those of us who don't play Shadowrun 4: Mindmeltingly Munchy Edition can't see a problem. Perhaps your style of play is what's making you think the change is necessary?

Oh, and I find it seriously difficult to believe that any starting mage can do ten boxes of damage to a great dragon with only minor bleeding.
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knasser
post Oct 25 2006, 08:56 AM
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QUOTE (laughingowl @ Oct 24 2006, 11:18 PM)
Combat spells base damage equal:  MAGIC + net hits (capped by force)


So if I, as a respectable mage with Magic 5, hurl my mighty Powerbolt at my enemy, I can at most get DV5 without overcasting and risking physical harm? Have I actually read that correctly? Meanwhile my mate with the SMG is doing 7P every simple action with narrow bursts (before staging up due to his skill and smartlink)?

Or if I really throw everything I have into it and go for maximum overcast, I can get 10P, which is likely to give me a few boxes of physical damage for my trouble. While my mate says "Oh, are we being serious, here?" and tossess a 45 :nuyen: explosive grenade that does the same damage to an area effect. Or else pulls his assault rifle with all the recoil mods and squeezes off a long narrow burst as a simple action, with no drain so he can carry on all day, and not subject to counterspelling which would render him useless.

As to the slaughter of great dragons. I think you underestimate how powerful they are, but yes, dragons are physical creatures, this isn't D&D and someone with the drop on one and a machine gun can bloody well hurt it. And that's as it should be. I suspect you've brought some preconceptions with you from another game. The priniciple in Shadowrun tends to be one of strong on attack, weak on defense. This runs through both firearms and magic. It's what lends Shadowrun its realism, and the dependency on stealth, tactics and strategy. A dragon has an Logic of 7 normally. That makes it smarter than almost any modern day human on the planet. And that is what makes it scary.

Don't underestimate how important the lethality of offense is in Shadowrun. It's a subtle but vital part of the flavour of the game. Picture it as chess with exploding pieces.
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Crusher Bob
post Oct 25 2006, 09:01 AM
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Erm, I think it would go something like this:

Spellcasting 6 (combat spells) + appropriate mentor spirit
Magic 5, edge 6 (assuming human)

Rolling 21 dice w/ edge

Assuming a dragon has 9 counterspelling and 12 willpower (rolls 21 dice to resist).

The mage can cast at force 10, gets ~8 sucesses, the dragon gets 7. With one net sucess, the dragon takes 11 boxes.
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laughingowl
post Oct 25 2006, 09:42 AM
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QUOTE (Narmio)
Owl, I think you are basing your nerfs on the upper extreme of twinked out players, and therefore screwing everyone else over.  Those of us who don't play Shadowrun 4:  Mindmeltingly Munchy Edition can't see a problem.  Perhaps your style of play is what's making you think the change is necessary?

Oh, and I find it seriously difficult to believe that any starting mage can do ten boxes of damage to a great dragon with only minor bleeding.

Narmio:

Actually as this and the other threads have said. My games (played in or run) it hasnt been a problem. 20+ years of role-playing me and the two others that regularly run, easily handle even the worse munchkin.

The catch is the rules 'approve' munchkinism right now. I am looking at ways to make rules that balance that out and or explain inconsitancies in the rules logic.

As to you doubt about dropping a Greater Dragon:
[ Spoiler ]

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laughingowl
post Oct 25 2006, 09:52 AM
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QUOTE (knasser)
QUOTE (laughingowl @ Oct 24 2006, 11:18 PM)
Combat spells base damage equal:  MAGIC + net hits (capped by force)


So if I, as a respectable mage with Magic 5, hurl my mighty Powerbolt at my enemy, I can at most get DV5 without overcasting and risking physical harm? Have I actually read that correctly? Meanwhile my mate with the SMG is doing 7P every simple action with narrow bursts (before staging up due to his skill and smartlink)?

Or if I really throw everything I have into it and go for maximum overcast, I can get 10P, which is likely to give me a few boxes of physical damage for my trouble. While my mate says "Oh, are we being serious, here?" and tossess a 45 :nuyen: explosive grenade that does the same damage to an area effect. Or else pulls his assault rifle with all the recoil mods and squeezes off a long narrow burst as a simple action, with no drain so he can carry on all day, and not subject to counterspelling which would render him useless.

As to the slaughter of great dragons. I think you underestimate how powerful they are, but yes, dragons are physical creatures, this isn't D&D and someone with the drop on one and a machine gun can bloody well hurt it. And that's as it should be. I suspect you've brought some preconceptions with you from another game. The priniciple in Shadowrun tends to be one of strong on attack, weak on defense. This runs through both firearms and magic. It's what lends Shadowrun its realism, and the dependency on stealth, tactics and strategy. A dragon has an Logic of 7 normally. That makes it smarter than almost any modern day human on the planet. And that is what makes it scary.

Don't underestimate how important the lethality of offense is in Shadowrun. It's a subtle but vital part of the flavour of the game. Picture it as chess with exploding pieces.

Knasser I think you mis-read (or didn't read entirely) the post:

QUOTE
Combat spells base damage equal: MAGIC + net hits (capped by force)

You are assured of doing you magic damage (if it works) and overcasting can up this IF you can well; however an overcast is by no means an instant kill.


Note this would be a standalone. Not intended for other changes (over casting rules, etc).

So a powerbolt-6 cast by a magic 6 mage: with 2 net hits:

Damge (Base damage 6+2 = 8, capped at 6) + net hits = 8.

If cast at force 8 instead:

Damage (base damage 6+2=8 capped at cool.gif + net hits = 10

If cast at force 12:

Damage (base damge 6+2 = cool.gif + net hits = 10.

non-overcast work exactly the same way.

Overcasting now has limits based on your spellcasting skill.

Still makes 'combat' spell works totally differnt then every other spell, but limits overcasting and puts them a little closer inline to other spells.



THE BASE DAMAGE is magic+net hits (capped by force)
The Damage taken (as with standard combat now) is BASE DAMAGE + net hits.

Presently:
Magic 6

Force 6 power bolt Base damage 6, damage taken 6+ net hits.
Force 8 power bolt Base damage 8, damage taken 8+net hits.
Force 12 power bolt. Base damage 12, damage taken 12+net hits


My system:


Force 6 power bolt Base damage 6, damage taken 6+ net hits.
Force 8 power bolt Base damage (6+net hits, capped at 8), damage taken 'base'+net hits.
Force 12 power bolt. Base damage (6+net hits capped at 12), damage taken 'base'+net hits


So non-overcasting spell casting works EXACTLY like it does presnetly.

OVER-Casting give you the potential to do more damge, but to do more damage you have to get the hits...



As to over-rating greater dragon, please build me a starting character that will stand a reasonable chance of taking out a Greater Dragon in a single shot.

Also if 'over-rating' please tell me how a single friggin dragon turns back the entire forces of Tir when invading California. You mean to tell me three armies of elves didnt have one single machine gun?!!!
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Narmio
post Oct 25 2006, 09:56 AM
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QUOTE
Spellcasting 6 (combat spells) + appropriate mentor spirit
Magic 5, edge 6 (assuming human)

Rolling 21 dice w/ edge

Assuming a dragon has 9 counterspelling and 12 willpower (rolls 21 dice to resist).

The mage can cast at force 10, gets ~8 sucesses, the dragon gets 7. With one net sucess, the dragon takes 11 boxes.


No, the dragon uses edge too, and the spell fizzles completely by a margin of two or three successes. Gotta play fair!

QUOTE
The catch is the rules 'approve' munchkinism right now.


Rules never approve munchkinism (unless you're playing Rifts, Hackmaster or Munchkin d20). They might enable munchkinism, but in the end the GM is the one who sets the game's tone and approves any munchkin characters.

QUOTE
As to you doubt about dropping a Greater Dragon:


Right, so a totally tweaked to the gills horrific abortion of a custom-built "starting" mage, with preparation and using all the resources he has at his disposal, can *very marginally over half of the time* seriously inconvenience a bog-standard great dragon who is not spending any of its resources at all.

Oh Wow.


Epilogue: And then the drake uses edge (which the mage couldn't possibly keep up with even with the Twist Fate rules broken) and resists the spell completely. And I don't have to go into what happens next.
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knasser
post Oct 25 2006, 10:24 AM
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QUOTE (laughingowl)

The catch is the rules 'approve' munchkinism right now. I am looking at ways to make rules that balance that out and or explain inconsitancies in the rules logic.


I don't think many people will be able to help you with "balancing" these rules as what you call balancing is what they call gimping and what you call munchkinism is, as you point out, what the rules support and what many of us consider normal. Essentially you want to make combat magic less powerful. I think it's worth going over assumptions that may differ between yourself and some others here. Once these assumptions are clarifed, then it might be easier to discuss how you change the rules to work for you and prevent arguing.

1. You don't think starting-level mages should be able to get a likely one-shot kill.
2. This definitely shouldn't apply to killing creatures like dragons.

Going through them:
(1)
The examples you have given are what many of us consider to be very min-maxed. Using the SR3 to SR4 conversion rules, a Magic of 6 in SR4 is actually the equivalent of Magic 9 in SR3. (SR4 GM Screen, pg. 26 & 28). The old SR3 magician has a Magic of 4 now. And likewise that Sorcery 6 in SR3 should be Spellcasting 4. It may be that you just have a skewed idea of what power levels should be. You'll note that if you adjust your thinking to these sorts of ranges, then it comes a little back into line with what you're after. This may be one reason why others here think you are "gimping" magic.

You should also be aware that your issue with magicians applies very well to mundane characters also. I can make a Samurai build that is almost as capable of getting those one shot kills and he is able to get them off round after round as simple actions without risk of drain. If you allow assumption 1 to stand, then you're making mages less effective compared to other character builds. And to be fair to mages, you'd need to gimp firearms and explosives as well. I said this earlier, but you didn't confirm or deny - I think you have a preconception that characters shouldn't be able to be quite so lethal. One of the selling points to me (and others) is that Shadowrun has this 'eggshells armed with hammers' concept built into it at a very fundamental level. That's part of its realism and what sets it very much apart from games like D&D. Skills and power improve, but "hitpoints" don't increase. Rather than fight this, I've gone with it and I find that it makes Shadowrun very much a game of strategy, stealth and deception.

(2)
There are two rough schools of thought on dragons. One is that they are terribly powerful creatures akin to those in D&D, and the other is that they are dangerous, but nevertheless flesh and blood creatures that are still vulnerable to being surprised by a machine gun on full auto. The RAW tend to support the latter case. I think using dracoforms as a barometer for whether magic is overpowered or not is a bad idea for this reason. You've several times used the example of a starting mage taking out a dragon. RAW, that's hard, but theoretically possible. It must be said that the example you gave was very min-maxed, but it's doable. Again, many of us are fine with that. If specifically, you want dragons to have more of a D&D feel to them, then it might be better to bump up their power with either higher attributes or some sort of spell resistance, rather than consider the problem to be magic. They can just as easily be taken out by a few mundanes with the right weaponry. RAW, they aren't intended to be invulnerable.

In your example previously, by the way, your dragon didn't use Edge. And dragons have a lot of edge.
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knasser
post Oct 25 2006, 10:40 AM
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QUOTE (laughingowl @ Oct 25 2006, 04:52 AM)

So non-overcasting spell casting works EXACTLY like it does presnetly.


Apologies - I misread your post. But you are wrong when you say that non-overcasting works identically to the RAW system. You have now made undercasting significantly more powerful. Are you going to ban it for Direct Combat spells? You will need to do something.

Other than that, your system seems to limit the upper reaches of damage for overcasting mages which is what you want. I'm not disputing whether it will have this effect. I'm simply warning of the consequences of this efffect. See my previous post for my reasoning on this and the balancing with mundane characters using firearms, grenades, etc.

QUOTE (laughingolw)
As to over-rating greater dragon, please build me a starting character that will stand a reasonable chance of taking out a Greater Dragon in a single shot.


I'm puzzled by this. Why should I try to make a starting character that can take out a greater dragon with a single shot? I was saying that RAW, they are very tough but not invulnerable. It's theoretically possible for a starting character to take out a Great Dragon. It's not likely.
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knasser
post Oct 25 2006, 11:43 AM
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QUOTE (laughingowl)
Also if 'over-rating' please tell me how a single friggin dragon turns back the entire forces of Tir when invading California. You mean to tell me three armies of elves didnt have one single machine gun?!!!


Well, the Shadowrun rule is strong on attack and weak on defense and that preparation and tactics make huge differences. This is going to show up quite a lot on Great Dragons that have high initiation and attributes.

This is all off the top of my head as I haven't thought it through in any detail. But for some starting ideas:

Let's give the GD, Magic 12, Will and Logic 13, Spellcasting 10, Conjuring 8 as per the BBB.
Great Dragons are also undoubtedly powerful initiatiates. I'm going to give this one a plausible Initiate grade of 8. Some would say this takes her magic up to 20, some would say it doesn't. I'm going to compromise for the sake of example and say she's boosted magic by just four points, so magic 16. The BBB does say that the statisitics are guidelines so I don't think Magic 16 is contestable.

Now what can we do with all this and a little preparation time.

Great dragon has given herself quickened Armour and quickened Deflection (SM). I could use foci or sustaining spirits, but what the heck. If a multi-millenia old dragon doesn't have a few karma to spare, no-one does. Lets cast them both at Force 20 and some of that nice old edge. Say I get 13 successes. That's a nice 13 points of ballistic and impact armour on top of the 12 points of hardened armour she already has, rendering her immune to small arms fire. I can assume the same scores for my deflection spell giving me a +13 dice pool modifier for turning aside ranged shots of any sort. Basically, Ms. Greta Dragon is unconcerned with even most air to air missiles. If I want to round it out, and I think a great dragon involved in such a massive operation as preparing to take on an army would, I might get me an improved invisibility spell that no-one short of Harlequin is going to penetrate, and certainly no technological sensors. A spirit can sustain that if I want. You'll note that no-one has a hope of dispelling these quickened spells.

Now the morale effects of a dragon you can barely hurt are going to be pretty severe on any army. But I haven't even touched on offensive capability, yet. If I want to do a basic full-frontal attack (which I don't, but more on that later), then I can rain down Force 10 manaballs at 4 per round (of course I have 4IP) with minimal chance of drain. Heck - drop it to Force 7 and discount drain altogther. I have LOS range and over the course of an hour ( 1200 combat turns ) can probably decimate an army.

Of course, I'm not going to be anywhere near that direct. I have a Logic of 13 (twice that of the world's smartest man), and the ability to disguise myself (Masking through up wazoo) and go anywhere as anyone. I'm going to spend the whole day wandering from platoon to platoon Mob Minding, Influencing, assasinating and generally wreaking havoc. Heck, I'm a super-genius-ultra-spy-mind-controlling-impersonator with spirits at my command. I can probably have every access code and communication channel in an hour. And it takes time to mobilise an army so let's face it. This has already been done.

And then just to round it out, there are the big things. You know, Force 8+ Great Form earth and air spirits bringing vast regions to a halt with Storm power and Quake power.

Heck - I don't have to stop the army. I just have to scare the shit out of them. They wont get far when none of them can reach the upper command because I ate them. :D

But the nice thing is, that a well-prepared team with the drop on that dragon probably could kill her. It's just incredibly difficult to get that drop on her. Strategy, planning and tactics. That's what Shadowrun is about. :)
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