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> Spell min-maxing, More spells vs stronger spells
Talia Invierno
post Nov 3 2003, 06:01 PM
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A few spells with Force-linked effectiveness (such as several health spells) are part of most starting spell lists.

Why would a dedicated min-maxer Awakened type ever choose to take any spells - other than those whose effect is not dependent upon Force - at less than maximum starting level? Why wouldn't you want to learn Heal (for example) at maximum?

Sure, you can take more starting spells by dropping their Force level (and effect): but if you want potency in your spells and choose to include any starting spells with Force-linked effectiveness, wouldn't it make sense not to spend the karma (in effect twice!) to raise them later?
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sir fwank
post Nov 3 2003, 06:10 PM
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QUOTE (Talia Invierno)
Why wouldn't you want to learn Heal (for example) at maximum?

because most of the time you can't roll that many successes. i think dr.pain (who has certainly played the most magic characters for our group) takes a max of force 4 heal or treat. plus in a group of cyber/bio min/maxers the effectiveness of heal is moot because of the extreme roll you need to make. unless you plan to heal unaugmented or magically active characters all the time, expect to have a difficult time healing anything.
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Herald of Verjig...
post Nov 3 2003, 06:17 PM
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Some spells that are not combat related have little need to go above force 3, some only even need 1 for common use. If you get any spells at less than 6, always go with the odd numbers, drain rounds down.

For minor uses, force 1 magic fingers is enough (even a wimp can open an unlocked door). Force 1 create food makes one meal (or was it day?) worth of food. Force 1 fashion allows decorative changes to non-armored clothing.

As for heal, if you have biotech(first aid) and force 5 heal (exclusive for learning cost, so 3 points) you can lower the injury level by one then remove up to 5 boxes of the damage that still exists. This method also lowers the drain from the heal spell, but requires more active skills.
(and what fwank said)
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TinkerGnome
post Nov 3 2003, 06:25 PM
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The true min-maxing comes through careful use of fetish and exclusive limitations. If it's a non-combat spell, exclusive is a no-brainer. If it's one of those spells you'll probably never find your life depending on, fetish is another good one.
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spotlite
post Nov 3 2003, 06:32 PM
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Heal and Treat are the one spells we make exception for at the start - you want to learn it at force 10? Sure. Have a sorcery and magic rating of at least 5 (half the force of the spell, and in the interests of at least a passing nod to the chances of them being able to learn the spell in the first place), and you can have it.

Reason? It doesn't upset game balance and keeps characters alive a bit longer. The mage still has to drain it at 5D if she casts it on someone with a deadly wound, and get enough successes to make it worth potentially knocking the mage out, never mind the chances of doing it if they have cyber and god forbid some bioware as well!

But with the others... well, I can see what you mean, but imho your spells should fit what you would be likely to know at the point of starting play. Have a background story that fits. Why would a wilderness shaman, only just left the stix, know a spell like improved invisibility? When have they needed to hide from machine more than man? if they have both to be on the safe side, that's one thing (and more spell points), but not if they just had that. Unless they had a backstory to back it up which didn't conflict with their other choices, of course...

In short, if you make it all about the character (enforce 20 questions, it really really helps) the question doesn't really come up.

Back to the question at large: "Why would a dedicated min-maxer Awakened type ever choose to take any spells - other than those whose effect is not dependent upon Force - at less than maximum starting level?"

Good question.

If they're smart, Drain. Some of those spells are VERY hard to drain, especially area affect and damaging spells. Some of them are also very hard to cast and you need to split your dice very carefully and often suffer in one way or another for it. Dumb min-maxers often then die because they're too stunned to protect themselves. But min maxers aren't usually dumb, they're usually quite cunning. And they hate to look stupid by passing out every other combat turn. So they're careful.

A true min-maxer looks at the spell effects, and buys the coolest of the not-force-dependent ones (e.g. increased reflexes) at low force FIRST. They can always drop them later to free up points. Then they buy the force dependant ones they really want or that need to be high force because of the target number to have a chance of working (like Imp Invis) at Force 5 or 6 (5 if they want more spells, 6 if they just want to make the drain worth it). Any left over they buy at Force 3 or 4.

Then they use starting resources if they have them (and its a min maxer, so you can bet they will) to buy extra force points if they want them to bond some sustaining foci with, and any leftover to buy some normally harder to find force 5 or 6 formula with for when they've got some in game karma and access to the metaplanes, and they're set to go.

Speaking as a shameless min-maxer when creating NPCs, a min maxer doesn't just look at each thing in isolation - they'll look at it in connection with other things they have min maxed, and they'll do it in detail which is what makes them potentially unbalancing. But if you start enforcing 'match it up with your background - and I mean REASONABLE background mr walking corporate cybermancy tiger/troll shapeshifter experiment!' type rules, they end up instead having a very specialised character. A munchkin at what they do, perhaps, but not much cop at anything else. Some min-maxers hate this, and instead unintentionally end up with a very balanced character because they want to get the best all round performance.

But to be honest, I have no problem with a min-maxed characters. It just means they are more likely to be specialist. That's good. It means they depend on their team mates to cover the angles they can't and if they dont' act as part of the team in shadowrun, they're gonna get everyone hosed. The other players will take care of it in short order!
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Sphynx
post Nov 3 2003, 06:41 PM
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QUOTE (Talia Invierno)
Why would a dedicated min-maxer Awakened type ever choose to take any spells - other than those whose effect is not dependent upon Force - at less than maximum starting level? Why wouldn't you want to learn Heal (for example) at maximum?

Drain. 5/2 = 2, 6/2 = 3. That's the #1 reason a min-maxxer will go at less than Force 6.

Most min-maxxers do odd-number Forces (since rounding down makes odd's more powerful for the same drain as the even), and usually 5 if the Force really matters.

Sphynx
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nezumi
post Nov 3 2003, 07:14 PM
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Another good reason is to not get stuff at 5/6 is because some people like to diversify. You simply don't get enough spell points to do everything you want to do, and people like me prefer to have a lot of tools to be inventive with rather than be a one trick pony (FYI, I rarely play combat monsters, I'm more into the puzzle type of game). So I'll have my lvl 5 stunbolt, but I'll also WANT invis, heal, glue strip, acid stream so on and so forth. Only rarely will I be using these in a situation where I absolutely need to do the greatest effect on the first try, and at low levels I can easily resist drain. So I'll take my whole bag of different spells at levels 1-3 and rely more on repeated successes (acid stream level 1 vs. a steel wall will win out EVENTUALLY.....) Plus you can generally supplement level 1 spells with your sorcery pool. You can't do that with level 0 spells. (Of course, this will not apply to combat and 'one try only' spells like heal).
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Guest_Artemis_*
post Nov 3 2003, 07:20 PM
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QUOTE (spotlite)
The mage still has to drain it at 5D if she casts it on someone with a deadly wound, and get enough successes to make it worth potentially knocking the mage out, never mind the chances of doing it if they have cyber and god forbid some bioware as well!


A true min-maxer looks at the spell effects, and buys the coolest of the not-force-dependent ones (e.g. increased reflexes) at low force FIRST. They can always drop them later to free up points.

A lot of good points being brought up here. A couple of comments from spotlite that I wasn't sure if I understood correctly or not. In my reading of third edition, bioware -unlike cyberware- does not inhibit essence in regards to healing and treat spells. Cybered up party members can make a sever challenge for healing some times, but those who have bioware are often times a relief to a mage since it is organic material that does not deplete the target's essence. Perhaps that's wrong, but all the books I've read and all of the players and GMs I have talked to in the past agree to that as being the correct interpretation. You disagree?


I understood the concept of purchasing a non-force-dependant spell like increased reflexes as a starting character, but I wasn't quite sure what you meant by saying that one could drop it later to free up points. In my experience it has always been that once you purchase something with points, it is a permanent addition to your spell list and cannot be traded out for other spells. (Except for those who like to sly something past their GM for their own benefits.) Did I misunderstand you, or do you have a different understanding of the rules?


But back on the topic itself— In all respects, the Treat (self) spell is the most valuable to the modern mage. All you need is force 6 since any higher is pointless. (Likely you're already dead or in a coma if you need to cast a Treat 10 on yourself.)

Biotech will lower a damaged target by an entire wound level if you're good enough at it. If one can lower someone from a deadly to a serious, then a Treat or Heal 6 can completely cure them of injury if you roll well enough. (And if their essence favors your rolling abilities!) Personally, I see no problem with learning max-limit spells at character creation either. It makes you an effective spell-chucker, and in the end a player is only limiting their own range of spells. Of course, a Force 6 stunball will be a lot more helpful in a combat situation than a Force 3 Stunball. But then again, a Force 6 is takes a lot longer to scrub from the area than a Force 3 will if Lonestar is only a few combat turns away...
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Kagetenshi
post Nov 3 2003, 07:26 PM
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QUOTE (Artemis)
I understood the concept of purchasing a non-force-dependant spell like increased reflexes as a starting character, but I wasn't quite sure what you meant by saying that one could drop it later to free up points. In my experience it has always been that once you purchase something with points, it is a permanent addition to your spell list and cannot be traded out for other spells. (Except for those who like to sly something past their GM for their own benefits.) Did I misunderstand you, or do you have a different understanding of the rules?

I believe what he means is that when creating a character, take everything you want at low force, and then remove some from the list before submitting the character if you find yourself without enough points for something you want to do.

~J
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nezumi
post Nov 3 2003, 07:29 PM
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Just a quick reminder, guys, you *CANNOT* use magical healing then first aid, so unless your character has a doctor's office somewhere, it's one or the other (SR., p 127)
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Kagetenshi
post Nov 3 2003, 07:33 PM
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But you can use first aid then magical healing.

~J
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RedmondLarry
post Nov 3 2003, 07:37 PM
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The Increase (Attribute) spells, when purchased with the intention of quickening them or placing them in a sustained focus, need only be learned at a Force Rating equal to half the number of successes you expect to get on your Spellcasting. If you expect to find a way to cast Increase Quickness with 18 dice against current quickness 5 (TN 5), you only expect 6 successes, and thus +3 affect. Obtaining a Rating 3 sustaining focus and learning the spell at Force 3 gives you just enough to utilize all the successes when you roll the expected number. Many would get a Rating 4 and learn it at Force 4, for those castings where you get lucky, while others would rather spend the same amount and most assuredly have two attributes increased by 2 instead of just having a chance at one attribute increased by 4.

Clairvoyance Extended Range at Force 1 lets me see walls and rooms and weapons resting on tripods even if it all the people resist the spell.

Oxygenate at Force 1, NOT exclusive, lets me save 2 or 3 lives from drowning.

A detect spell (e.g. Detect Bullet), obtained just for the purpose of Anchoring, needs only be learned at the force I'm willing to put it into the focus.

Mindlink, extended range, only needs to be learned at the communication distance I'm willing to pay for. It's simply linear. Someone on another thread talked about getting MindLink at Force 1. This typically lets you communicate with a friend out to a distance of 5 or 6 meters.

Occasionally I take Treat at Force 1 or 3, with LOS modifier, to be able to instantly remove tiny boxes of damage from our Samurai on point during the battle. It removes his wound modifiers, and if he gets additional wounds later in the battle those can be treated with a second spell after the battle.

I never use Exclusive for any spell I intend to cast into Astral Space, into a Sustaining Focus, or will Quicken. Exclusive would prohibit those uses.
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TinkerGnome
post Nov 3 2003, 07:37 PM
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QUOTE (Artemis)
In my reading of third edition, bioware -unlike cyberware- does not inhibit essence in regards to healing and treat spells.

You're sort of right. Bioware caries a penalty to healing tests separate from that imposed by lack of essence.

QUOTE (Man and Machine @ p 78)
Longer Healing Periods
The presence of bioware disrupts the body's capacity to repair itself, dragging out the healing process.  Half of the character's Bio index (round up) is applied as target number modifiers for any healing tests, including magical healing tests.


So my street sam with an essence of .1 and 3 points of bio index has a TN 12 to be healed via magic.

Ouch.
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Guest_Artemis_*
post Nov 3 2003, 07:48 PM
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Ah, yes I see it now. For thast part at least ::smirk::

Kagetenshi is most correct. First Aid can come in very useful if you have a medkit. (Or for those who enjoy rolling against high target numbers because they lack proper equipment at the right time.) Stabilize or lower them by a wound level, and then got o your Treat or Heal spells.

OurTeam has a great point too, you only need to lower a Sam's damage by one or two boxes in the midst of battle in order to keep them effective. Although I don't believe a Heal or Treat spell will bring them any lower than whatever that initial Treat or Heal brought them down to.
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TinkerGnome
post Nov 3 2003, 07:51 PM
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There's a reason anyone with the biotech skill should spring for the Savior medkit ;)
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Talia Invierno
post Nov 3 2003, 08:15 PM
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Uhm - re drain, it was my understanding that you could always choose to cast the spell at a lower Force than what you had learned it at (perhaps specifically for drain purposes?). However, by learning the spell at a higher Force, you have the option for if or when you need it.
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Guest_Artemis_*
post Nov 3 2003, 08:26 PM
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My understanding of the rules is very much like yours. You may cast your spell anywhere from Force 1 up to the maximum rating at which you learned it. And this will directly affect your drain calculations.

Likewise, if a spell is learned exclusively so that it is a cheaper cost when you originally purchase it, the total force of the spell is used when calculating drain. Therefore a Force 9 Manabolt (ex) at base damage Moderate would incure a drain of 4M. Where as a straight Force 7 Manabolt at base damage Moderate would incure a drain of 3M.
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nezumi
post Nov 3 2003, 08:35 PM
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Hey, you're right, you can use first aid first... learn something new... (I blame my old GM).

I'm pretty sure you guys are right, you can cast spells below the level you learned them at. However, if I'm learning Stunbolt and I want it to be pretty strong without fetishes or making it exclusive, but drain is still important, than I know I will pretty much always cast it at level 5 rather than level 6. After all, why risk taking an added level of stun damage just for 1 more point of power? So in that case I'll intentionally limit myself to level 5 and get an extra spell point.
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Guest_Artemis_*
post Nov 3 2003, 08:55 PM
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Everybody's got their own tastes and preferences. 6 is good cause getting a force 7 is fairly pointless since a defending target need only roll 6's to match your 7's automatically. I prefer the full Force 6 on spells like that because the drain is wortht he extra punch, as with a stunbolt or ball especially. The higher the target number that your target has to resist, the better for you in the end. And Force 6's are a lot easier to learn than Force 8's.

Besides, Stunbolts and Stunballs reduce drain power by 1 anyway, so in effect: A Force 6 Stunbolt has a drain of 2(DL) even if cast at its highest force, and your target still has to resist 6's. Sometimes the extra step can be worth it ^_^
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spotlite
post Nov 4 2003, 10:55 PM
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QUOTE (Artemis)
A couple of comments from spotlite that I wasn't sure if I understood correctly or not. In my reading of third edition, bioware -unlike cyberware- does not inhibit essence in regards to healing and treat spells.



That's already been answered, so I'll refer you to them for that one.

QUOTE
I understood the concept of purchasing a non-force-dependant spell like increased reflexes as a starting character, but I wasn't quite sure what you meant by saying that one could drop it later to free up points.


I did indeed mean before submitting your character. i was explaining how I would build a character in the first place if I was min-maxing to its fullest extent. So no, I didn't mean you could trade in your spells later! Ha! Just let the sneaker buggers try it!

I also must confess to not knowing you rounded down drain. It got so ingrained in SR2 where you basically rounded in whichever direction was not advantageous to the players that I haven't really paid attention to the tiny details like that. My apologies, because I really should know something as basic as that. In which case, forget what I said as explanations for choosing spell forces. You would indeed always go with an odd numbered spell if you could afford to.
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Sunday_Gamer
post Nov 5 2003, 06:07 AM
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Quick question: If I have a heal 6 and someone is only lightly wounded, what's to stop me from casting it at force 2?

Sunday
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RedmondLarry
post Nov 5 2003, 06:28 AM
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There is no reason to cast Heal or Treat at a force higher than the number of boxes you wish to heal, unless your GM says you have to in order to use extra successes to reduce time. My interpretation of the spell description is that you don't even need to do that. Simply use a force sufficient for either the number of boxes the target has, or the highest number you think you might obtain on the spellcasting success.

E.g. Healing a Samuari might need a Target number 10 or 11 to heal one box. If drain will be a problem (e.g. the Samurai has a deadly) and you don't think you could possibly get more than 5 successes, don't bother using more than force 5. This way you resist 2D instead of 3D, and may be able to put more dice toward successes.
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Syndyne
post Nov 5 2003, 06:29 AM
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QUOTE (Sunday_Gamer @ Nov 5 2003, 01:07 AM)
Quick question: If I have a heal 6 and someone is only lightly wounded, what's to stop me from casting it at force 2?

Absolutely nothing.

BBB pp. 178 (Section on Force): "Spellcasters learn spells at a specific force. They can cast the spell at a lower force, if desired, but can never cast the spell at a higher force then they have learned."

--Syndyne
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Sphynx
post Nov 5 2003, 08:33 AM
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QUOTE (Sunday_Gamer)
Quick question: If I have a heal 6 and someone is only lightly wounded, what's to stop me from casting it at force 2?

Sunday

Good point SundayGamer (And Talia), you could always take a spell at Force 6 and cast it at lower forces to reduce drain. But a min-maxxer/munchkin doesn't do that because:
1) more spell points to spend in other places, after all every spell point has the potential to be a Force 3 spell.
2) Even if he had it at Force 6, he'd only rarely cast it at that force. Better off just allocating as many dice into a Force 5 and resisting the easier drain.

I'm not saying that a min-maxxer/munchkin would never learn a spell at Force 6, but that's why he chooses to learn a force-dependant spell at a Force lower than 6 (usually 5) and reserves any 6's for spells that just need to be at 6 for his concept (such as Heal/Treat/Spells he wishes to Quicken).

Sphynx
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spotlite
post Nov 5 2003, 08:37 AM
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What would a quickened heal spell do exactly?
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