My Assistant
![]() ![]() |
Oct 9 2007, 03:20 PM
Post
#1
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
(note: sorry for the long post, but please read my whole explanation and reasoning before responding)
I was toying with the idea of a house rule where only Awakened characters have Essence and non-Awakened characters such as cyberronin, hackers, and maybe technomancers never have to worry about Essence, high-grade cyberwear, or delta clinics. This houserule is in response to claims that magicians are too powerful. House Rule: Characters only gain an Essence attribute when they gain a Magic attribute. Explanation: With this houserule, mundanes gain two advantages: they can buy cyberware for a lot cheaper (because they can go 100% standardware) and they can buy as much as they want without dieing from it. Reasoning: I've always thought the philosophy that amputees and implant-recipients are somehow less than human is a very offensive idea. However, I can see why it would be useful to apply a limiting rule like that to Awakened characters, so that mundanes have a chance to be on the same playing field as magicians and adepts. Since several people on these boards have complained about magicians being too powerful, this would be a good way to give mundanes more power with a perfectly good explanation. In-game explanation: Essence can be easily explained in Awakened characters because you can just say "they're made out of magic" or more technically "their biopatterns resonate with their Platonic Ideal Form that fuels their magical abilities and disrupting that biopattern interferes with those magical abilities." Mundane characters don't have a magical ideal form that needs to be maintained for any of their abilities, therefore they never gain an Essence attribute. Ramifications (that I can see so far): 1) Cyberzombies become a whole lot less appealing. Cyberzombies can still be made, but they are only useful for mundane characters who really want to gain a Magic point, astral sight, and a nasty astral hazing field. They would no longer be necessary for gaining tons of cybergadgets. 2) Cyborgs (a.k.a. jarheads) are no longer a distinct species, just an extreme version of a mundane cyberronin. 3) If technomancers are given this houserule too, this puts them on the same playing field as hacker adepts and mundane adepts, and would put them on the pedestal as "uberhacker". 4) Delta clinics might become even more rare as their clientèle shrinks to at most 1% of the population. However, this may not be much of an effect, because magicians are probably a large percentage of the population that have lots of money and are willing to spend it on good cyberware. Comments? Is this houserule even necessary? Does it help mundanes all that much? If it applies to technomancers, does it help them too much? Any ramifications I missed? |
|
|
|
Oct 9 2007, 03:45 PM
Post
#2
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 343 Joined: 3-October 07 From: Birmingham, UK Member No.: 13,515 |
See, I don't think magicians are that much more powerful than a street sam now, at least out of the box. So, yeah, I don't see much of a need for this rule; I think its effect will be to make every non-magic combat-focused character break out 50BPs worth of 'ware.
If you do decide to go with this, make sure to rigorously enfore the Attribute caps, and I'd also ramp up the effects on social interactions and healing. |
|
|
|
Oct 9 2007, 03:53 PM
Post
#3
|
|
|
Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Quite. The nuyen costs and availabilities of bioware and cyberware are balanced against their essence costs. Without essence, a character can just load himself up on cheep cyberware and quickly max out attributes.
|
|
|
|
Oct 9 2007, 03:57 PM
Post
#4
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
I've never seen the power problems with magic that most people seem to complain about and from what I've seen it generally results from using spirits of man and ally spirits to sustain a whole crapload of spells on you till you are near immortal. Now, possession magicians are very hardcore and I think a simple limiter for them is you can only channel a spirit with Force >= Magic. Or even half magic, but this doesn't actually make them powerful, just hard to mundanely kill so it hasn't been a big deal in my games. The only problem I see is you need a mage to counter mental manipulation spells and Stunbolt those are the two biggies. I can't ever personally see using this rule because while it would not change too much out of the box the sheer power creep of a character with this would be insane. All augmented physical caps would be hit and even beyond. A big problem would be that it doesn't actually address the problems, someone with unlimited cyber is still going to be doing everything I day when I Control Thoughts them, just they will be better at it. Or god forbid I possess them with a spirit and make them truly destroy the whole team. Just doesn't seem like a good idea to me.
Chris |
|
|
|
Oct 9 2007, 04:13 PM
Post
#5
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
I hadn't thought of that. An uber cyber ronin can easily become an uber cyber slave when under the effect of Mental Manipulation spells and the power scale goes right back to the mage.
I guess we still need some sort of anti-mind-magic houserule (with or without my houserule). Maybe this would help: "Normally used to keep cyberzombies in the world of the living, the Invoked Memory Stimulator can be used by anyone to give them a free resistance test every turn versus Mental Manipulation spells." I don't know if that's the best idea, maybe there's better ideas for anti-mind-magic out there. |
|
|
|
Oct 9 2007, 04:13 PM
Post
#6
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 225 Joined: 13-July 07 Member No.: 12,235 |
I think that magic is very powerful, and a mage is almost certainly more powerful than a street sammie, but I don't think the degree of separation is as big as you believe it is. That, plus I can really see this kind of thing getting way the hell out of hand. Now, me, I've never played with Street Magic. But when I was running a game over the summer one of my PC's (an adept) came in and was like, "Look, Street Magic, can I use it?" to which I enthusiastically replied, "Hell no!" I'm sure without even looking inside that there's options to make mages completely ridiculous, and since the rest of the party doesn't have their equivalent books yet, I just said...no. So at least if you stick to the BBB, mages are not so much more powerful than sammies.
|
|
|
|
Oct 9 2007, 04:15 PM
Post
#7
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Ugh, all the most interesting stuff is in Street Magic, I don't want to throw the baby out with the bathwater. I was suprised Augmentation didnt give cybersams more anti-magic abilities like Will boosters or something.
|
|
|
|
Oct 9 2007, 04:15 PM
Post
#8
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 343 Joined: 3-October 07 From: Birmingham, UK Member No.: 13,515 |
@Buster: If you really hate spellcasters that much, why not just not allow them as PCs, leave the Essence rules as they are, and use them as cackling bad guys? That'd seem to be the best way, rather than nerfing the guy in the team who'll fall over if a troll so much as looks at him, much less fires a gun at him.
|
|
|
|
Oct 9 2007, 04:18 PM
Post
#9
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Whoa, whoa who said I hate spellcasters? I always play wizards, no matter what the game system. After playing "stop punching yourself" with my mind mage against muggles one too many times, I thought there might be some sensible ways to give mundanes some teeth. Plus a few people here seemed to be complaining a lot that magicians were over powered, so I thought I'd throw out some ideas.
|
|
|
|
Oct 9 2007, 04:20 PM
Post
#10
|
|
|
The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Buster, have you directly experienced the "overpowered" mage problem or are you basing your house rules on DS gossip?
I've never encountered a Mage/Sammie/Hacker/Rigger/TM/Adept is overpowered problem myself. I have encountered problem players who need some special attention to deal with. |
|
|
|
Oct 9 2007, 04:22 PM
Post
#11
|
|
|
Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
I'm going to emphatically disagree with you. Not because of your house rule or it's reasoning, but because you've used the word "muggles". :P
|
|
|
|
Oct 9 2007, 04:31 PM
Post
#12
|
|||
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Do you own stock in a bioware company or something, what do you care if anyone stops buying bioware? :D But seriously, that shouldn't be a problem. Bioware is still very good for Awakened characters and bioware can get through cyberscanners much easier than cyberware, so it will be very important for anyone who wants to keep a low profile (like all shadowrunners). |
||
|
|
|||
Oct 9 2007, 04:31 PM
Post
#13
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
The flaw is that this only helps balance cyber-monster characters against mages (by making it very easy to max out every physical attribute). Guys whose focus lies outside physical prowess aren't helped. Again, I am of the mind that the balance is actually pretty good, because of the inherently risky nature of magic.
Here's another idea that makes resisting magic a little easier, which is a big problem for mundanes: Add Willpower to all spell resistance tests. Most mana spells would be resisted with Willpower x 2. Most physical spells would be resisted with Body + Willpower. Physical illusions would be resisted with Intuition + Willpower, etc. The catch is that counterspelling is more limited. A mage can spend a free action to add his counterspelling to all spell resistance tests for up to a number of targets equal to his Magic. This benefit lasts until his next action (when he must spend another free action if he wishes to continue the protection). This action is necessary even when protecting himself. Like I said, I don't feel it necessary, but it's another way to go about it. Alternately, don't halve the force when determing drain. That'll make the mages more careful about slinging spells willy-nilly. |
|
|
|
Oct 9 2007, 04:32 PM
Post
#14
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Regarding maxing out physical attributes, mundanes can do that now with custom cyberlimbs from Augmentation. Mages can also do that now with possession spirits from Street Magic.
|
|
|
|
Oct 9 2007, 04:34 PM
Post
#15
|
|||
|
Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
Cyberlimbs can, at the cost of much essence. Mages can, at the cost of free will (or learning a metamagic to keep their free will, thus costing much karma). I like that. I think it's a good balance. |
||
|
|
|||
Oct 9 2007, 04:37 PM
Post
#16
|
|||
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
I've never thought that the loss of limbs made one less human, nor caused Essence loss, but that it was the attachment of inhuman parts to the body that causes the drop. |
||
|
|
|||
Oct 9 2007, 04:41 PM
Post
#17
|
|
|
ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Yup. Frankly, I think he's making a ruling in the game to address his own perceptions of the fluff, which may or may not be accurate. Since that's the case, the rule would only be applicable if you held the same perceptions. I don't, so I won't be using it and I find it heavy-handed.
|
|
|
|
Oct 9 2007, 04:49 PM
Post
#18
|
|
|
Cybernetic Blood Mage ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Although I disagree with the idea that Magic is overpowered in the Sixth World outside the odd thought experiment where a Mage is given neigh unlimited Karma and set loose upon the world, or those campaigns where the DM is afraid of magic or the Mage's player, personally I think I'd suggest tweaking the Drain Rules as opposed to giving Mundanes unlimited Essence.
|
|
|
|
Oct 9 2007, 04:53 PM
Post
#19
|
|||
|
Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Is it really that all magic is horrendously overpowered, or is this really just about the control manipulations? You might want to read back over some of the threads about mind probe and the various control spells; there have been some very good discussions about how to keep those spells in line without making any major sweeping changes to the game system. |
||
|
|
|||
Oct 9 2007, 05:04 PM
Post
#20
|
|
|
Target ![]() Group: Members Posts: 70 Joined: 16-October 03 From: Westminster, CO Member No.: 5,727 |
Even if there were a major magician/sammy power gap, I don't think that eliminating Essence would be a good idea at all. For one thing, no Essence means no need for higher grades of cyber, and therefore, cyber becomes too cheap. Why wouldn't every non-awakened character just load on the chrome? You'd have a game full of Robocops in no time.
Also, remember that it's more difficult to heal low-Essence characters. I like that there are benefits to having more meat than metal. Without Essence loss as a deterrent to cybering up, then cybering up becomes the only viable strategy. Otherwise, you'll be the only meat sack on the block. Shawn |
|
|
|
Oct 9 2007, 05:12 PM
Post
#21
|
|
|
Target ![]() Group: Members Posts: 80 Joined: 25-March 07 Member No.: 11,306 |
I think removing essence entirely is a bad idea. A better one would be to keep essence, but make a house rule that cyberware alone cannot reduce essence below .1. It keeps the minor disadvantages of low essence, including:
*Reduced healing *Negative Social modifiers *Danger of dying due to essence drain powers You could also make any character at .1 essence take a mental flaw from the back of the Augmentation book. That would make a lot of sense, since it is essentially what they did to make Jarheads. It also gives a reason for some characters like faces, covert opps specialists, techies and others to watch their essence. They rely on their social skills and mental acuity for their biz. Straight up street sams don't. |
|
|
|
Oct 9 2007, 05:37 PM
Post
#22
|
|
|
Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
I have also toyed with the "No Essence for Muggles" concept.
I would love to see a robust treatment of a system that looks at the effects of enhancement from a psychological standpoint, not a metaphysical one. The White Wolf Aberrant line had some interesting thoughts on the psychology of a person who is super human. Being noticeably superior to your fellow man makes you prone to god complexes, or monster complexes. Even a well-adjusted street sam will have occasional impulses to throw the lady in front of him across the stuffer shack rather than wait for her to remember her PIN. He may think "Why should I reason with normals, when I can just crush them." Hopefully he will keep coming up with an answer. Perhaps rather than count the amount of meat replaced, count the number of stats boosted out of the normal range. I think how the world looks at your enhancements would affect your psyche also. The owner of a Betaware Str3 arm might even forget it isn't his own meat, while the owner of a used, last generation, almost steampunk Str3 arm would be stared at everywhere he goes. I guess it comes down to the effect of thinking you are above the John Q public, and/or John Q will never accept you. Why would you have any sympathy with their existence? Thus, enhancement (Cyber, bio, or even adept!) can lead to sociopathy. |
|
|
|
Oct 9 2007, 06:10 PM
Post
#23
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
The big problem you run into here is that there is a gap in one on one ability alot of the time, especially since mage spells are largely all or nothing(I know, not always, but the problem spells are) so really, there isn't a very big gap at ALL between "mages are teh pwn" and "mages are teh suck"The thing that I think would turn this around for most groups and I think is an entirely reasonable house rule as well as complying relatively well with the fluff is that drain on a spell can be soaked down to 1, not 0. So, for every spell you cast you always take at least 1S damage, no matter what. For spells with Force > than your Magic you can only soak it down to 1P damage. I mean you ARE channeling the fundamental forces of the universe through your body and soul. It would result in magicians who are much more cautious and reluctant to just throw magic around and increase the usefullness of the empathic healing and stun damage healing adept powers.
I wouldn't use it in my games because I made it clear to my players that I don't want them to break the game, so even if they might be able to they hang back a little in deference to the story and in fear of me. I keep swords in my apartment for a reason. Chris |
|
|
|
Oct 9 2007, 06:37 PM
Post
#24
|
|||
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
That's not bad. I like it because it helps preserve the other rules of the game you mentioned and still merges cybersams and cyborgs seamlessly. |
||
|
|
|||
Oct 9 2007, 06:44 PM
Post
#25
|
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
I still say if you are having mage problems then making sammies more powerful is just giving the mages more powerful toys, but that is just me.
Chris |
|
|
|
![]() ![]() |
|
Lo-Fi Version | Time is now: 12th April 2022 - 04:37 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.