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Apr 23 2007, 09:24 PM
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#1
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Target ![]() Group: Members Posts: 4 Joined: 5-December 05 Member No.: 8,046 |
First the question on magic. Is it just me or is drain really really light for spellcasters? We ran into an NPC mage that was throwing force 6 manabolts with out any drain. I was a player, so I don't have his stats available, but we looked up the drain code and I believe it was (F/2) or three boxes. 3 boxes seems awefully light for the kind of bad stuff that a f6 manabolt does. Our mage was confident he could toss those around without breaking a sweat if he didn't specialize in summoning (and had magic @ 6).
Next up, I read the hacking stuff pretty quickly, but I didn't see much difference in hacking on the fly and otherwise. It seems like your still looking for firewall (+3 or +6 depending on privilege level you need) and rolling hacking + exploit. Seem like the host still gets a shot to detect you (system + analyze?) no matter which method you use. I assume I missed something here? later |
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Apr 23 2007, 09:30 PM
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,266 Joined: 3-June 06 From: UK Member No.: 8,638 |
An important thing to note about hacking on the fly as compared to probing is that while hacking on the fly the system gets to roll every time you do, and gets to accumulate hits until it beats the rating of the hackers stealth program.
While probing takes longer, and the threshold is higher, the system only gets one roll to detect the hacker, unless there's a glitch. |
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Apr 23 2007, 09:35 PM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 |
On your Drain Question-
What I noticed with that is that the Drain really seems to accumulate. It's not too obvious, but overcast a little and mess up a few of those Drain rolls and you're suddenly injured. Then all an enemy has to do is put a little more stun on you and you're dust. If you want to think about it another way, think about how many times the average character needs to resist damage in a given Combat situation, and then how many times the Mage does. The Mage rarely leaves combat without at least a little Stun, and that's if he's on the offensive. On your Hacking Question- The big difference is that when you're Hacking on the Fly, the opposing node gets an opposed test for every one of your tests to Hack in. Probing the Target only affords the opposing node one test, regardless of how many rolls it takes to get in. |
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Apr 23 2007, 09:49 PM
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#4
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Also something to remember is that unlike previous Editions, the majority of Mages will only have a Magic of 3, so for most Mages that Force 6 Manaball will be causing Physical Drain.
However, I'd imagine that more then likely the NPC Mage was built like many PCs are, with both Drain Stats at 5+, Focused Concentration, possibly some Bio Enhancements and one of the first Metamagics being Centering, in which case yeah, he should have been able to toss around powerful Magicks without much hassle. Just be aware that your team surely faced one of the more powerful meta-human wizards in the sprawl and lived to tell the tale. As for Force 6 Manabolts being nasty, yeah, but so is a narrow burst fired from an assualt rifle loaded with ex-ex rounds, and unlike the Manabolt, a sammy only takes damage from his weapon if he rolls a crit glitch. (Plus the assualt rifle doesn't leave the user's personal calling card everytime its used.) |
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Apr 23 2007, 09:52 PM
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Probing can be performed by every shadowrunner and sprite that has Exploit 1 and a commlink. It may not be advisable, mind you, but probing an entrance is the time consuming crap part and getting the TM with threaded/assisted Stealth, Analyze, etc up to 12 to waltz in makes for very efficient digital breakins. :-)
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Apr 23 2007, 09:53 PM
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#6
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Sniper Rifle with APDS... nastiest weapon in the game IMO. You can seriously maim spirits even with that thing since its AP value is like what.... -7 total? |
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Apr 23 2007, 09:54 PM
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#7
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 |
If ya got 400-500 Karma... |
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Apr 23 2007, 09:57 PM
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#8
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Moving Target ![]() ![]() Group: Members Posts: 749 Joined: 28-July 05 Member No.: 7,526 |
every time they cast a spell, they get punched in the head.
However, it's predictable and manageable. Pretty easy to know your limits. It just so happens the guy in your example has pretty high limits. Yes, this is a very, very small price to pay for killing anyone you can see with your mind. People complain about how expensive it is to be a mage at chargen, but in fact it's only expensive to be a really good mage at chargen. Being an "average" one is actually pretty affordable. |
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Apr 23 2007, 10:03 PM
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#9
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Moving Target ![]() ![]() Group: Members Posts: 749 Joined: 28-July 05 Member No.: 7,526 |
saying "the majority of mages will only have Magic 3" is just rhetoric unless you make it a reality in your game. If magician PCs concentrate heavily in their magical abilities (as they should), what you get is either A. the magical opposition the team usually faces will be underpowered, because most of it has ratings of 3, or B. magical opposition scales to give the PCs a challenge, and the "average 3" no longer becomes true. Magic is just too rare for there to be a good pedestrian value to go by.
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Apr 23 2007, 10:21 PM
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#10
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
2bit you realize that the exact same thing holds true for the mundane opposition the team faces as well right?
Why shouldn't all of the sec-guards hired to protect 'Lab X' only be made up of the best of the best who could thread a bullethole with their firearms? After all, I'm fairly sure that the team's sammy has concentrated heavily on his combat skills. And I'm also fairly sure that the team's Decker has concentrated just as heavily on his Matrix abilities. The answer is of course that they might be if 'Lab X' is worth the time and trouble that it would take to staff it with such super-soldiers, but it doesn't change the fact that your average Joe Human will have a '3' in his stats and a '3' in whatever skill(s) his job requires, and the same will also hold true for Jake Mage down the street, the PCs, Awakened or Mundane *ARE* the exceptions, not the rule. |
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Apr 23 2007, 10:25 PM
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#11
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,251 Joined: 11-September 04 From: GA Member No.: 6,651 |
Nope, can be done with starting characters. TM with CF at 6 with a Rating 6 Registered Sprite using a service to Assist (+6) makes it an instant 12 with the only drain being the Registration test between runs. With threading and 2 services you could do it with a Resonance of 5, CF at 5, and Registered Sprite at 5 with 2 points from Threading sustained by a Registered Sprite. TM's ROCK... |
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Apr 23 2007, 10:39 PM
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#12
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 |
Hm. I guess you're right. Who knew? Not me. |
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Apr 23 2007, 10:42 PM
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#13
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Moving Target ![]() ![]() Group: Members Posts: 511 Joined: 24-March 05 From: On a ledge between Heaven and Hell Member No.: 7,226 |
The biggest complaint I used to hear from a player is that Magic is overpowered, because with everything else you get the chance to Dodge and Resist. Where with most magic you can only resist, as well as that Armor does not normally apply.
This was untill he ran a couple of adventures and had his main villain KOed in the first round by a Rigger and his drones. The Street Sami mopped up his minions. The Mage and Rat shaman, having been delayed by swarms of rabid Rats arrived just in time to say, "Good Job Guys!" I still hate the matrix. It makes sense, but still seems rules complex, and although meshes with the Skill + Stat system, substituting program for Stat, just feels different from the rest of the rules. Was wondering what people thought of limiting rerolls to Logic*2 and/or Limiting program usage to Logic attribute, thereby eliminating the Logic 1 Hacker. Umm, got off subject. What was the question again? Oh ya. The trouble with magic drain is that it seems to compound itself. Also mages tend to have little in the way of speed augmentation. The health spell must be maintained, and either reduces effectiveness or requires a Sustaining Foci, Enhanced Reflexes Cyberware has to much essence drain for its effect, and Synaptic booster combines a little essence drain with great expense. |
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Apr 23 2007, 10:51 PM
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#14
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,241 Joined: 10-August 02 Member No.: 3,083 |
Err...what groups are you playing with? The majority of mages in games I've run seem to pony up the points for at least 5 points of magic, often 6. |
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Apr 23 2007, 11:04 PM
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#15
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Well JonathanC, I started my second paragraph with "However, I'd imagine that more then likely the NPC Mage was built like many PCs are ..." , and in my second post I made it a point to mention that whether mundane or Awakened the PCs are exceptions to the rule, so while yes, in the Sixth World the majority of mages will have a Magic (3) coupled with Spellcasting (3), the PC Mages tend to be more powerful, just as the rest of the PCs will tend to be faster/smarter/sexier then the rest of the world as well in their choosen specialities...
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Apr 23 2007, 11:06 PM
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#16
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Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
I think "NPC magicians" was what was intended. Much the same way that your average member of a security patrol has Pistols 3. |
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Apr 23 2007, 11:11 PM
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#17
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Yes Aaron, that was exactly what I meant to say, only more conceise and to the point. :cyber:
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Apr 23 2007, 11:18 PM
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#18
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Moving Target ![]() ![]() Group: Members Posts: 749 Joined: 28-July 05 Member No.: 7,526 |
First, because the exact same thing doesn't hold true for the mundane opposition. What they lack in individual power they make up for in numbers. Doing the same with magic opposition, in most siutations runners encounter, is at odds with the SR setting. Magicians, and magic, is rare. Second, magic is the "air power" of shadowrun. While everyone else plays paper/scissors/rock, Magic throws the Bomb. It trumps, and dominance in magic is key to victory in battle. edit: So, it's important that this aspect not be a pushover. Third, from a story driven, dramatic standpoint, powerful magic makes a great antagonist. It's so rare, so it makes sense for the few magician characters the PCs encounter to be powerful ones. This post has been edited by 2bit: Apr 23 2007, 11:22 PM |
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Apr 24 2007, 12:36 PM
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#19
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Target ![]() Group: Members Posts: 4 Joined: 5-December 05 Member No.: 8,046 |
I re-read the wireless world chapter again last night and I noticed the difference between fast hacking and slow hacking in a careful reading. Cool. My hacker is about to come into a bunch of money soon, so I'm looking forward to getting some agents and drones.
As for the magician, we did quickly realize that he was pretty advanced. I'm pretty sure the team's summoner could have taken him if he didn't have a barrier in place which prevented the spirit horde from getting at him. Made sense too, the mage had kidnapped someone and was holding them for ransom. If its any consolation, manabolt was just as horrible in 2nd ed... |
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Apr 24 2007, 01:09 PM
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#20
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Moving Target ![]() ![]() Group: Members Posts: 144 Joined: 6-March 07 From: Seattle, UCAS Member No.: 11,168 |
One of the lovely bits about SR is that PC or NPC, green runner or vet, a shot to the face is still something to worry about. One of the charms of the system.
And I would agree that the average corp or sec mage would likely have a 3 maybe 4 in magic, there are references all over the place to corps being "hungry for any magic they can get" and mages who are "upset that the corp believes their powers only go so far and as a result there is a cap on advancement in the company for them." What needs to be remembered is that for the average person a 3 in magic is something to worry about still. |
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Apr 24 2007, 02:54 PM
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#21
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
Run of the mill magicians in the Sixth World will indeed have 3-4 Magic (possibly 5-6 if they've initiated a couple of times which isn't uncommon if they've been active a while). However, a natural Skill or Magic Att. 6 individual is quite powerful.
As I think its relevant to the issue of the game balance of sorcery, I just thought I'd revisit the often overlooked fact that visibility and cover modifiers apply to spellcasting too - this impacts magic use directly by reducing relevant dice pools. I've been running SR4 for 2 years now and I've yet to encounter a situation where a magician got to use his full sorcery dice pool in combat. In fact in most shadowrunning situations magicians (regardless of which side they're on) are looking at a -2 modifier minimum in combat - unless they're idiots and are standing out in the open with "geek the mage" painted on their body armor. Obviously there's ways around this, but I've seen modifiers eat away all of a magician's dice pool more than once. |
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Apr 24 2007, 05:20 PM
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#22
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Moving Target ![]() ![]() Group: Members Posts: 351 Joined: 17-February 06 From: San Francisco Member No.: 8,275 |
Even though I just started playing my Hacker Mage, I usually find that restrictions improve game play. Can I ask you what modifiers you tend to use on your Mage? Background count and LOS are the only things that come to mind for me. |
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Apr 24 2007, 05:44 PM
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#23
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Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
You know, I tend to run the Sixth World as being rather 'darker' then most people seem to, with meta-human life being cheap even in the better parts of town, the megas giving their wage-slaves just enough to drown their misry in the company store/bar but not enough to actually live on, forceable drug treatments/implants just to keep their jobs that is latter deducted out of their wages, ect... But one thing that I don't usually do is 'zerg' the players with mundane sec-guards, sure there are more of them out there for the corps to use, but if anything that just means that there is more tactical experience to draw upon and Knowsofts are cheap.
Oh I fully agree that magical talent should be rare, if I remember correctly ~1% of the population is knowingly Awakened, although I've seen people throw out the ~5% number as well, but I've never been able to track the larger number down myself. However, one thing that the corps do have is the raw resources to make sure that the Mages that they do have on staff have some of the best Magical Lodges as well as enough Binding Materials that your average corp-Mage will have their max amount of Bound Spirits to call upon.
And I mostly agree, where I disagree is with the idea that a Magic (3) / Spellcasting (3) Mage with his limit of Bound Spirits is a pushover when viewed by mundanes. Sure there are better and badder guns out there, and more then likely the PC Mages will be among the baddest out there, but even the most powerful and sucessful Runner Mage can never hope to compete with the raw :nuyen: that a corp can throw at their Magical assets.
Now this is where I think we totally disagree, because I believe what makes a truly great antagonist is their personality and soul, not merely how much raw power they can throw around at a whim. But then again I've been told that I trend somewhat towards the 'simulation' style of DMing, so we may just have different views on what makes a good story. <><><><><><><><><><>
You know Synner, something that I've been wondering about the Fourth Edition fluff, since Initiation is supposed to be fairly common amongst the more experienced mages by 2070, why haven't we been given a BP cost for Initation? And if you were to allow Initation at char-gen what would you charge for it? Thanks, |
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Apr 24 2007, 06:06 PM
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#24
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Target ![]() Group: Members Posts: 4 Joined: 5-December 05 Member No.: 8,046 |
What modifiers would apply in astral space? The entire magical duel took place in AS. Neither mage was even present physically. |
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Apr 24 2007, 06:39 PM
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#25
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,314 Joined: 26-February 02 From: Lisbon, Cidade do Pecado Member No.: 185 |
On the physical the three basic modifiers you can rely on to deplete a magician's dicepool are visibility modifiers, cover modifiers, and background count (the first two being much more common and useful than the latter). On the countermeasures side there's also Counterspelling, Shielding and co. On the astral all three basic modifiers continue to apply (though less so in astral combat than spellcasting). Astral visibility modifiers are listed in the Astral Space chapter of Street Magic. Cover and background count can be handled in much the same way as they are on the physical plane. |
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