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> Checking the numbers, What should be changed
Magus
post Nov 11 2006, 05:23 AM
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Why is everyone on the bandwagon of capping Magic? SR is the blend of technology and Magic and always has. Magic has always been uncapped AFAIK. Yes the cyber tripped out guy is going to lose out vs. magic, just as likely the Mage is going to lose out vs. the razorboy. No it is not totally and always balanced. But it does balance out in the end. I have a Social Adept currently with a 4 in Magic and 6 in Charisma. Yes with Kinsetics I can talk a good game, but I have noticed with throwing 16 dice I may get on average 6 success. I do not see this as broken.
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Garrowolf
post Nov 11 2006, 05:29 AM
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Actually the house rules I use make Adepts more powerful. You can either get a point of magic or a metamagic technique each grade of initiation. If the point of magic would be more expensive then you pay the higher cost, but you max it at 9.

Adepts can take a point of power as a metamagic technique. This means that they could theoretically gain 18 power points for 9 points of magic eventually. The limits on this are you obviously can't gain a power point AND a metamagic technique for the same point of magic. And you can't have any cyberware or bioware.

Personally I would retire a character this powerful but that is just me.
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Triggerz
post Nov 11 2006, 12:39 PM
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Well, 18 might be a bit high... I don't think I'll ever play an adept with that many power points. But 9 is a bit too low for my personal tastes. Oh! Well, in the end, go with what fits your gaming group best, but I personally don't feel the need to cap magic in that way. If high magic is a problem, I'd rather increase the karma cost, but that's just me.
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Triggerz
post Nov 11 2006, 12:48 PM
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QUOTE (Dissonance)
You mean like how samurai can't advance after a point? That is, without suddenly generating a big honkin' pile of deltaware with which you could just retire in the Bahamas with.

Well, in my opinion, FanPro left magic uncapped precisely for those who are interested in playing epic magical adventures. You don't have to go there if it's not your thing, but the possibility is open if you want to throw some heavy stuff your players' way every now and then, or if your players themselves want to climb the magical ladder up to the "Major Leagues".

As for the limits on the growth of mundane characters (relative to magical characters), well, it might be better for some gaming groups to adopt Frank Trollman's higher caps than to put a cap on magic. But then again, go with whatever suits your game world best.
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blakkie
post Nov 11 2006, 01:56 PM
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QUOTE (Steak and Spirits @ Nov 10 2006, 08:51 PM)
QUOTE (Blakkie)
Well then why not just give them straight 1s?


Because that would be stupid. Duh.

Exxx-actly! :D
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Smed
post Nov 11 2006, 03:30 PM
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I'm not sure that uncapped Magic is a bad idea. Its expensive in karma to initiate and raise your magic attribute, plus there are other things a Mage wants to spend karma on, like learning new spells, bonding foci, etc.... It seems like it would take a heck of a lot of karma for a mage to initiate multiple times, and while he's spending all his karma bumping up his magic attribute and initiatiing, he's probably not spending it on much else.

Meanwhile, the group's mundanes are spending karma to bump up their attributes and skills, and will probably have much higher attributes a wider variety of skills than the average made.

Sure, eventually, the mundanes will max out their attributes and relevant skills, but really, how many games go long enough to get to that point?
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Draconis
post Nov 11 2006, 10:32 PM
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QUOTE (Triggerz)
[EDIT: I haven't played SR4 yet, so I'm not sure how useful a Magic cap would be.]

Not very. Completely unnecessary.
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Draconis
post Nov 11 2006, 10:36 PM
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QUOTE (Smed)
I'm not sure that uncapped Magic is a bad idea. Its expensive in karma to initiate and raise your magic attribute, plus there are other things a Mage wants to spend karma on, like learning new spells, bonding foci, etc.... It seems like it would take a heck of a lot of karma for a mage to initiate multiple times, and while he's spending all his karma bumping up his magic attribute and initiatiing, he's probably not spending it on much else.

Meanwhile, the group's mundanes are spending karma to bump up their attributes and skills, and will probably have much higher attributes a wider variety of skills than the average made.

Sure, eventually, the mundanes will max out their attributes and relevant skills, but really, how many games go long enough to get to that point?

Somebody's paying attention.

That's exactly what i've been seeing myself. I recently compared my original character to the current one. Magic/Initiation is a huge sink, I don't think i'll be initiating beyond grade 4 as i'm falling behind in everything else. I loathe having an edge of 2 but in over a year i've never had the spare points to raise it.
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