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DTFarstar
post Oct 9 2007, 10:30 PM
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I have personally had no experience with the problems people seem to profess with mages being incredibly overpowered even right out of the box. However, I've heard so much about it I figured I would throw up a place for people to come and share their stories. What happened, whodunit, and how is what I'm looking for.

This came from Buster's houserule thread where he was thinking of giving normals unlimited essence to help them keep up with mages. I just can't see how this would even remotely be needed so I thought I would let you guys give me and some others (Fortune, Cain, etc.) some examples.

Chris
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Gelare
post Oct 10 2007, 01:08 AM
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Since I only use the BBB, this example is surely tame, but...

I was playing a mage, right out of the box, as you say. We're about to go into combat, so I cast Force 4 Improved Reflexes on myself, giving me 4 IPs, and easily resist the drain. I then use my 4 IPs against the ghouls we were fighting to cast low-Force Stunballs, four times every three seconds. Resisting four to six stun damage with Willpower every IP, and with no more than a box or two of drain to show for it. It made my partner, the hacker, feel awfully useless: he might be able to hack into the Lone Star database, but you can't kill someone with hacking, while you can kill large numbers of people all day long with low-force Stunballs.

Just wait for people to come along with stories of Ally spirits and Possession, Ritual Assassin teams and Bloodzilla, they'll show you what the deal is.
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Kyoto Kid
post Oct 10 2007, 01:13 AM
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...OK I'll wade in...

In all the discussions I have read and partaken in, there is one thing I have learned. That is, I believe it really comes down the how a character is designed and played. A power hungry player can turn any type of character even a Face (as I have seen), into a "cannon" who often relegates the other PCs to becoming spectators and the NPCs, fodder.

For example, In one campaign (3rd Ed) I had a player with a Sammy elf that had a 19 Reaction. About the only thing that could beat him in initiative was a cyberzombie with maxed out move by wire, muscle toner, & reaction enhancers. If memory serves me, I believe the next highest Reaction in the group was 12 (the Rigger) and rest of the characters averaged around 7. On just about every combat when the elf was done, there wasn't much left for the other PCs to mop up except gear & credsticks.

When I adapted a run from the Missions Book as a lead in to the campaign, and it came down to the "final battle" it was something of a rude awakening. The mean nasty badass NPC Megalomaniac Mage who set the ambush had only a 5 or 6 Reaction (pretty much on par with the PC mages). Even having to roll a TN of 5 (against the NPCs TN 3) the Sammy beat the mage and his lackeys hands down and lead hosed the mage with his Alpha (pink cloud effect).

Now, on the other side of the coin, I currently have a player in my RiS campaign running the team's Hermetic Mage who actually makes a point of building a more well thought out and balanced character. Furthermore, while the character is still pretty powerful by the numbers, the player handles him with more tact and doesn't go off slinging spells at everything that moves or go travelling around with an army of elementals and watchers on call ready to sic the lot of them on whoever crosses the team's path. As a matter of fact I think he has summoned an elemental only a couple times since we started.

So I would say it really is relative to the player running the character. Not having played mages much myself as a player, I could most likely easily get even an Uber min maxed spellcaster geeked on her first run. :grinbig:
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Fortune
post Oct 10 2007, 01:34 AM
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QUOTE (Gelare)
Just wait for people to come along with stories of Ally spirits and Possession, Ritual Assassin teams and Bloodzilla, they'll show you what the deal is.

Yeah, we know about those. We are referring more to the non-stupid stuff that actually has a place in a real game.
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Serial_Peacemake...
post Oct 10 2007, 01:40 AM
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Well I have noticed that a person focused around summoning is really tough. Since he can bring up big nasty meat shields to beat things down. I mean a force six spirit can seriously ruin a gangs day. Though to be fair the Rigger can also ride ruin with drones, and his big heavily armored van.
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Cain
post Oct 10 2007, 03:37 AM
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QUOTE (Serial_Peacemaker)
Well I have noticed that a person focused around summoning is really tough. Since he can bring up big nasty meat shields to beat things down. I mean a force six spirit can seriously ruin a gangs day. Though to be fair the Rigger can also ride ruin with drones, and his big heavily armored van.

That's more a problem with spirits being overpowered than mages. Simply banning an overcast spirit tends to settle things down somewhat. Heck, bbanning overcasting /period/ tends to settle down mages.

QUOTE
For example, In one campaign (3rd Ed) I had a player with a Sammy elf that had a 19 Reaction. About the only thing that could beat him in initiative was a cyberzombie with maxed out move by wire, muscle toner, & reaction enhancers. If memory serves me, I believe the next highest Reaction in the group was 12 (the Rigger) and rest of the characters averaged around 7. On just about every combat when the elf was done, there wasn't much left for the other PCs to mop up except gear & credsticks.

Good gods, yes. My infamous speed sammie had a base reation of 32, and he *did* outquick cyberzombies with MBW. Any character type can be munchkinized.

I don't agree with Buster that mages are *that* overpowered. Sure, they've got edges over mundanes, but no more so than a well-built sammie. Decking in combat is highly overrated, but deckers rule when it comes to legwork and gathering intel. Every archetype has its niche, and it can overpower that niche fairly easily.
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Dender
post Oct 10 2007, 04:07 AM
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on moving fast outside of vehicles

cyberware: I play a troll with hoverdisk feet! my run speed is 50/turn
magic: I alter form to a wolf. my speed is 50/turn. Then i summon a spirit and use a task for movement. Now i run over 200 mph

On shooting things
cyberware: Smartlink, gyroscopic arm, muscle toner and skill till you have 16 dice. Can go much higher. Full auto for great justice
Magic: analyze device. every hit gives +1 to understanding and using a device. Many argue this extends to guns.

on dodging things
cyberware: Movebywire3, max reaction possible 9. rank 6 dodge equates to 9 skill as well without advantages. 18 dice to dodge melee, 9 to react to gunfire. with adv, ~22 dice to dodge melee, 11 to react to gunfire.
magic: without possession or cyber, max should be 9 with increase reflexes spell, plus 6 for dodge skill, plus net hits of deflection spell. with a force 6 possession spirit, max would be 18 reaction. with a force 10 spirit, max reaction becomes 24.

As i become more exhausted, Coherency decreases to limit of zero.
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Kyoto Kid
post Oct 10 2007, 02:56 PM
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QUOTE (Cain)
Good gods, yes. My infamous speed sammie had a base reation of 32, and he *did* outquick cyberzombies with MBW. Any character type can be munchkinized.

...Mon Dieu!. :huh: I'd be interested to see how this was achieved at chargen with a 120 BP character (Shadowrun Companion 3rd ed) using the standard availability and implant compatibility rules. The CZs I had were at -3.5 Ess.
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Serial_Peacemake...
post Oct 10 2007, 07:24 PM
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Actually he didn't overcast for any of them. Just having four, or five max force spirits is rough to deal with. Since numbers can make such a huge difference in a fight in SR. Also I find that mana static works pretty well to ruin his day, since to be such a good summoner he has weak spots. Drones can be the same way however. I'm not saying it is unbeatable, I'm just saying it can be a bit of a paperwork issue. To be fair I can't complain about it since I rather like giving each of his spirits their own personality and quirks.
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Stahlseele
post Oct 10 2007, 09:22 PM
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just think of those nice spells that alter someones attributes . . lower charisma for example to 0 and the targetted character stands there and says:"bleeh" @.@
shape earth . . force 8 for example is really awesome, as you can quickly hollow out an area under basically everything and then have it collapse . . if there's nothing above the soil then you can burry a whole tank with that against the pretty low treshhold instead of having to work against the higher treshhold of spells acting against the tank directly . . high force controll spells . . controll actions, controll thoughts, controll emotions . . all that nice brain rapey stuff . . and it comes in area effect too! . . so there's a whole bunch of red samurai . . i cast controll mob thought or however it is called and have my own small army . . or things like telekinetic spells . . high enough force and you just lift up the target about 200 feet of the ground and let them drop . . and that's just what's possible using standard spells . . improved invisibility . . just make someone who's about to cross the street invisible . . or the incoming truck . .
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Grinder
post Oct 10 2007, 10:12 PM
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QUOTE (Kyoto Kid)
QUOTE (Cain)
Good gods, yes. My infamous speed sammie had a base reation of 32, and he *did* outquick cyberzombies with MBW. Any character type can be munchkinized.

...Mon Dieu!. :huh: I'd be interested to see how this was achieved at chargen with a 120 BP character (Shadowrun Companion 3rd ed) using the standard availability and implant compatibility rules. The CZs I had were at -3.5 Ess.

Who said that it was a fresh-build character?
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Cain
post Oct 10 2007, 11:37 PM
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QUOTE (Grinder @ Oct 10 2007, 03:12 PM)
QUOTE (Kyoto Kid @ Oct 10 2007, 04:56 PM)
QUOTE (Cain)
Good gods, yes. My infamous speed sammie had a base reation of 32, and he *did* outquick cyberzombies with MBW. Any character type can be munchkinized.

...Mon Dieu!. :huh: I'd be interested to see how this was achieved at chargen with a 120 BP character (Shadowrun Companion 3rd ed) using the standard availability and implant compatibility rules. The CZs I had were at -3.5 Ess.

Who said that it was a fresh-build character?

I did. :D

I don't have the exact writeup handy, but I recall it started with a Night One with Exceptional Attribute and Bonus Attribute Point, used maxed-out muscle toner, cerebral booster, enhanced articulation, used suprathyroid, used wired reflexes, and used alpha reaction enhancers. Plus a few others that I can't recall at the moment. The base reaction on that alone is something like 24.

To be fair, he was a 125 BP character, so he had a few extra points over the limit you mentioned, but that mostly came out in skills.
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Marwynn
post Oct 11 2007, 12:50 AM
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Well, on my current Mage's very first run I had a Spirit of Man run Conceal on the 4-man party, sustained various illusion and mind controlling spells (one on the foci, the other by myself) that allowed us to bypass security and many fights, and oh, changed the appearance of our getaway vehicle several times to throw off pursuit.

Did I mention I also cast Interference to mess around with Drones following us (TM tripped an alarm).

And of course during the ensuing firefight to get out of the facility we were once again hidden from sight, I believe for a total of -8 to Perception while I had a Trid Phantasm group run off a different direction.

One Mystic Adept corpsec saw right through it of course. So I overcast with a Force 8 Death Touch and OSK'd him with a punch. My mage's rep is now tilted towards unarmed combat specialist / mystic adept even though he's well rounded; that punch outta nowhere scared the crap out of the other corpsecs.

This was the very first run and our GM was testing us to see how far he could push things. Now there's magical security everywhere and LoneStar has a "rival" called MageBlade that I'm proud to say was created by my GM because of my antics in the runs afterwards.
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kzt
post Oct 11 2007, 12:50 AM
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The starting character who took control thoughts and mob mind and had all the groups enemies kill each other and themselves. He took a little stun, they were dead. We banned the mind control spells.
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Kyoto Kid
post Oct 11 2007, 01:29 AM
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QUOTE (Cain)
QUOTE (Grinder)
Who said that it was a fresh-build character?

I did. :biggrin:

I don't have the exact writeup handy, but I recall it started with a Night One with Exceptional Attribute and Bonus Attribute Point, used maxed-out muscle toner, cerebral booster, enhanced articulation, used suprathyroid, used wired reflexes, and used alpha reaction enhancers. Plus a few others that I can't recall at the moment. The base reaction on that alone is something like 24.

To be fair, he was a 125 BP character, so he had a few extra points over the limit you mentioned, but that mostly came out in skills.

...I can see the 125 BPs if he had more points from flaws than Edges.

What I do not see is how to get a 32 reaction without going into serious Biosystem overstress and/or Cyberpsychosis.

I am at work right now & don't have my PDFs handy but something just doesn't seem to figure out correctly.

Using the the following build (mind you this is an approximation) I arrive at a total Reaction score of 23:
[edit]
CODE
(revised)

14 quickness (starting base of 6)
...+2 for elf Night One Variant, [Q = 8 ]
...+1 for Bonus Attribute Point: Quickness [Q= 9] (only allows character to exceed Racial Modified limit, does not increase Maximum Attribute limit)
...+1 for Exceptional Attribute: Quickness (Racial limit is 9 Maximum is raised to 14 [9 x 1.5 = 13.5 rounds to 14])
...+4 from Muscle Toner (-1.6 BI)
...+1 from Suprathyroid  (-1.4 BI)
9 Intelligence (starting base of 6)
...+2 for Cerebral Booster 2 (-.8 BI)
…+1 for Exceptional Attribute (I = 7)
Base Reaction = 11 [9 + 14 = 23/2]

...+4 for Wired Reflexes 2 (- 3 Ess)
...+6 for Reaction enhancers 6 (Alpha grade -1.44 Ess)
...+1 from Enhanced Articulation (-.6 BI)
…+1 from Suprathyroid

Total (still) = 23

Total Essence cost = 4.44
Body Index cost =  4.4
Final Essence Index = 0.16 {(9 EI - 4.44 Ess = 4.54 EI) – 4.4 BI = 0.16 EI}


Even after making the adjustments from the sourcebooks this is still 9 rating points short of 32 with little room left for further augmentation (unless there was some "houseruling" involved).
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Buster
post Oct 11 2007, 01:53 AM
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QUOTE (kzt @ Oct 10 2007, 07:50 PM)
The starting character who took control thoughts and mob mind and had all the groups enemies kill each other and themselves.  He took a little stun, they were dead.  We banned the mind control spells.

Did you ban all other spells too? Because stunball can wipe out a whole room full of people faster than mob mind can and for a lot less drain. Don't forget Invisiblity and Stealth too, because those let you sneak right past the guards with no trouble at all.

Be sure to ban semiautomatic grenade launchers and machine guns too.
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kzt
post Oct 11 2007, 01:55 AM
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QUOTE (Buster)
QUOTE (kzt @ Oct 10 2007, 07:50 PM)
The starting character who took control thoughts and mob mind and had all the groups enemies kill each other and themselves.  He took a little stun, they were dead.  We banned the mind control spells.

Did you ban all other spells too? Because stunball can wipe out a whole room full of people faster than mob mind can and for a lot less drain.

Not with one net success at force 5.
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Buster
post Oct 11 2007, 01:58 AM
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Oh yes it can. Force is irrelevant. Drain is what matters.

Mob Mind 5 = DV 6
Stunball 11 = DV 6

Stunball 11 does 11 stun automatically + more stun equal to any hits you get from the spellcasting test. That's more than enough to take out a whole room full of people with one shot and it's easily doable by a starter character.
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Whipstitch
post Oct 11 2007, 02:39 AM
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Multi-casting Stun Ball is pure, unmitigated evil if your opponents don't have any counterspelling support; even with a split dicepool you're still likely to be beating their Will and the drain is shockingly manageable.
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Cain
post Oct 11 2007, 03:15 AM
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KK: Oh, I forgot to mention, he *did* go into serious overstess. Cyberpsychosis is something of an optional rule, but he did suffer quite a few social penalties (offset from the +2 Cha bonus for being a Night One).

Additionally, IIRC Suprathyroid also directly increases Reaction.
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Cain
post Oct 11 2007, 03:17 AM
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QUOTE (Buster)
Oh yes it can. Force is irrelevant. Drain is what matters.

Mob Mind 5 = DV 6
Stunball 11 = DV 6

Stunball 11 does 11 stun automatically + more stun equal to any hits you get from the spellcasting test. That's more than enough to take out a whole room full of people with one shot and it's easily doable by a starter character.

That presumes you beat them on the spellcasting test, of course. You roll bad, and they shake off the whole thing.

Incidentally, isn't it *net* successes that count for bonus damage?
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kzt
post Oct 11 2007, 03:19 AM
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QUOTE (Buster)
Stunball 11 does 11 stun automatically + more stun equal to any hits you get from the spellcasting test. That's more than enough to take out a whole room full of people with one shot and it's easily doable by a starter character.

Magic 6 starting characters are unusual and I find that most mages don't like to take physical damage, which you will with the stunball. The only reason to cast the mind control crap at force 5 is to get enough dice to get two-three successes, as the effect of the spell doesn't depend on how many successes, you just have to get one net. You can nuke the average team of guards with a force 2, but you might not get some.

Mages who overcast are typically able to do horrific damage 2-3 times, whether they are summoning spirits or casting spells. I consider this to be a mechanics issue, as it's yet another mage ability that isn't shared by non-magicians.
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Buster
post Oct 11 2007, 03:26 AM
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Magic 6 is easy, how many cybersams have a stun track of 12 or higher?
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Buster
post Oct 11 2007, 03:31 AM
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Personally, I think Shadowrun is an Awakened character's game. Who the heck plays Shadowrun and doesn't want to play an Awakened character anyways? If you want to play a mundane razorboy or vanilla hacker, why wouldn't you play Cyberpunk or Cyberhero?
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kzt
post Oct 11 2007, 03:38 AM
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That is true, and that is a sign of broken system. The last few sets of characters we've done have been almost exclusively awakened. It's particularly true if you expect to play for a while. Awakened get hugely stronger over time, mundanes don't.
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