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> Is it just me, or is stunball off the charts?
Ddays
post Dec 18 2007, 10:51 PM
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Yeah, but the guy who decides to branch out usually gets gimped cause he can't compete with the specialists.

A guy with a rating 1 in anything is way more of a liability than a guy who didn't take the skill at all, because the rating 1 runner is more likely to try, then fail.
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Siege
post Dec 18 2007, 10:56 PM
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There's gimped and then there's gimped.

Comparing 6 dice to 1 die, yes - the specialist wins as well she should.

6 dice to 3 or 4 dice? Still enough to be useful without threatening the specialist.

And if the specialist is otherwise unavailable, those 3 or 4 dice can be amazingly useful.

-Siege
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Mr. Unpronouncea...
post Dec 18 2007, 10:59 PM
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QUOTE (Kyoto Kid)
QUOTE (Fortune @ Dec 18 2007, 04:54 PM)
QUOTE (Kyoto Kid @ Dec 19 2007, 07:24 AM)
Also, stun cannot be healed with either spells or First Aid.

Stun damage can indeed be healed by First Aid.

...you sure? I thought all stun had to be recovered by rest (save for the temporary effect of stim patches).

What temporary effect of stim patches? In SR4 they only allow you to ignore stun penalties, they don't temporarily heal stun like they did in SR3 and earlier.
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DTFarstar
post Dec 18 2007, 10:59 PM
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Make sure to apply visual modifiers to targetted spells. I'm assuming the mage in question(magic 6 you said) does not in fact have cyber eyes? If not toss in some smoke and all kinds of stuff like that that is dirt cheap that smart sec forces should have for normal firefights anyway and reduce his pool. The problem you seem to be having is that the player built a straight up true blue combat mage. What you don't realize is that you would have a very similar problem if someone built a throw adept that could chunk 4 grenades an IP with 9-14 dice per throw. Someone who can reliably deal a massive amount of AOE damage rapidly finishes off a fight. So, visual modifiers to reduce his pool a bit, and some decent counterspelling or warding and you should be much closer to set.

Chris
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Ddays
post Dec 18 2007, 11:03 PM
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3 to 4 dice is well trained to me, and my small group of 4 is actually pretty good about spreading out their skills to 3/4 in a lot of things. But even so, there can only be so much cross training before skills get too much BP.

And to DTFarstar, my problem with that is that it takes the mage out of combat entirely. I don't want the mage to be gimped in combat, just be more in line with what the rest of the team can do.
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Kyoto Kid
post Dec 18 2007, 11:03 PM
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QUOTE (Mr. Unpronounceable)
QUOTE (Kyoto Kid @ Dec 18 2007, 10:39 PM)
QUOTE (Fortune @ Dec 18 2007, 04:54 PM)
QUOTE (Kyoto Kid @ Dec 19 2007, 07:24 AM)
Also, stun cannot be healed with either spells or First Aid.

Stun damage can indeed be healed by First Aid.

...you sure? I thought all stun had to be recovered by rest (save for the temporary effect of stim patches).

What temporary effect of stim patches? In SR4 they only allow you to ignore stun penalties, they don't temporarily heal stun like they did in SR3 and earlier.

...ack, I'm thinking old school again (recently finished running a 3rd ed campaign). :grinbig:
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Siege
post Dec 18 2007, 11:15 PM
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QUOTE (Ddays)
A guy with a rating 1 in anything is way more of a liability than a guy who didn't take the skill at all, because the rating 1 runner is more likely to try, then fail.

As for someone willing to take a chance with 1 die - sometimes you just have to take a shot.

"Hey guys, I slept through a class on how to disarm a bomb, but Crazy Harry, the Mad Bomber who Bombs at Midnight is dead, we're trapped in a vault and unless anyone else has any bright ideas, the timer is ten seconds away from zero. You want I should toss my 1 die of demolitions and maybe get us blown up ten seconds sooner than we would have otherwise?"

Now, if the character elbowed Crazy Harry out of the way in his eagerness to reach the bomb first, his 1 die of demolitions held in a trembling hand, it is the responsibility of the Weapons Specialist to kill him without hitting the bomb so Crazy Harry can carry on.
:grinbig:

-Siege
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Glayvin34
post Dec 18 2007, 11:26 PM
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QUOTE (Ddays)
And to DTFarstar, my problem with that is that it takes the mage out of combat entirely. I don't want the mage to be gimped in combat, just be more in line with what the rest of the team can do.

It sounds like your Mage's spells don't do anything in one pass that two skillfully places grenades doesn't do, so similar tactics are good for defense. Cover, of course, doesn't apply because spells go through barriers. So having defensive positions that are spaced well apart and allow for popout shots is a good tactic.

For defending a building, it would be best to have guards with pistols at least 20m apart- and from positions that can be fired from then retreated behind. Then the mage must both spot the target (perception test) and can only hit one at a time.

High force spells leave an aura for much longer, too. You could start rolling perception tests for the authorities to home in on the Mage's fake SIN(s) or real hideout, depending on how available the aura is for a forensic mage to examine.
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Glayvin34
post Dec 18 2007, 11:32 PM
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And GTMF is a very valid and necessary tactic. What sec team wouldn't start blasting on the mage and/or dude with the grenades, rockets or missles?
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Ddays
post Dec 18 2007, 11:39 PM
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Well obviously it's necessary since mages have so much raw power at their disposal. I'm actually frightened for when my mage finally gets improved masking and slips under the radar in combat.
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Apathy
post Dec 18 2007, 11:45 PM
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I always envisioned that standard security were just there as 'canaries in the coal mine' when one (or more) drops, that's when everybody else gets alerted and starts to act.
[ Spoiler ]

When a real response team shows up, they'll have usable countermeasures against magic. Always using partial (-2DP) or full cover (-4DP) (behind portable sheilds if necessary). Judicious use of thermal smoke (-4), flash bangs (-1), etc all detract from dice pools and help even the score. Not to mention that many office buildings will have a mild background count (-1).

[ Spoiler ]
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Ddays
post Dec 18 2007, 11:58 PM
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Thanks apathy, you gave me some great ideas for a run.
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Fortune
post Dec 19 2007, 12:37 AM
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QUOTE (Kyoto Kid @ Dec 19 2007, 08:39 AM)
QUOTE (Fortune @ Dec 18 2007, 04:54 PM)

Stun damage can indeed be healed by First Aid.

...you sure? I thought all stun had to be recovered by rest (save for the temporary effect of stim patches).

A few quotes ...

QUOTE (SR4 pg. 124)
First Aid (Logic)
The First Aid skill governs basic medicine in a hands-on sense, as a paramedic rather than a physician. This skill provides little knowledge of cybernetics and how they function, and cannot be used to repair them.
Default: Yes
Skill Group: Biotech
Specializations: By type of treatment (Chemical Burns, Combat Wounds, Sports Injuries, Electric Shock, etc.)


Note the presence of the Electric Shock Specialization. Electricity causes Stun damage in SR4.

QUOTE (SR4 pg. 242)
Using First Aid
Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid may only be applied within 12 hours of when the damage was taken.


Can't get much clearer than that. ;)
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Whipstitch
post Dec 19 2007, 12:41 AM
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Geek the mage is fine, but too many GMs are quick to metagame with it. If the Mage happens to be an ork in an armored jacket sustaining a few spells and is just sitting behind cover firing off potshots with his predator like the rest of the group, "Geek the mage!" shouldn't really come into it because unless there's a Sec Mage there to spot him, how in the hell do they know he's the mage to begin with?
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augurer
post Dec 19 2007, 12:46 AM
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Unless the mage has some odd Centering or Geas requirement, or a Shamanic mask, I don't see how you're going to know who the mage is short of assensing the entire team, anyway. And lets face it, if the opposing sec Mage is going to spend his first combat round Astrally Perceiving and Assensing, he's not likely to survive to the second.
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Fortune
post Dec 19 2007, 12:50 AM
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Actually, going by the rules, it isn't all that difficult to spot spellcasting, even for a mundane, despite what the fluff implies.
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Glayvin34
post Dec 19 2007, 01:49 AM
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We're talking about a Mage blasting off Stunball on every pass, here, which is supposedly fairly obvious because people are going down without bulletholes and the Mage isn't shooting but is doing something.

Even so, a properly prepared team might be able to hide their Stunball-blasting Mage, and then you might just have to accept that the team has prepared too well for the run you've prepared.
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Siege
post Dec 19 2007, 01:53 AM
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The rule is something to the effect of "+2 to spot a spell caster casting a spell" versus the roleplaying aspects.

-Siege
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Cthulhudreams
post Dec 19 2007, 02:03 AM
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I've always thought of it as a game about breaking LOS, it highly rewards indirect fire weapons, stealth and cover - maybe your security guards need to go for CS grenades and thermal smoke before the pistols - CS is an opaque gas and will probably also disrupt los giving negative casting modifiers.
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Fortune
post Dec 19 2007, 02:07 AM
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QUOTE (SR4 pg. 168)
NOTICING MAGIC
Just how obvious are magical skills? Not very, since most spells and spirits have little, if any, visible effect in the physical world (unless the magician prefers to have flashy effects, or her tradition calls for it). An observer has to notice the magician’s intense look of concentration, whispered incantations, and small gestures. Magicians of some traditions display a more visible change when practicing magic known as the shamanic mask. The shamanic mask typically changes the magician’s features temporarily to display characteristics appropriate to her mentor spirit or tradition—an eagle shaman, for example, might seem to have feathers or beaklike features while spellcasting or summoning.

Noticing if someone is using a magical skill requires a Perception Test (p. 117) with a threshold equal to 6 minus the magic’s Force—more powerful magic is easier to spot. The gamemaster should apply additional modifiers as appropriate, or if the perceiver is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is evident (+2 dice).


The first paragraph makes is seem more difficult of a task than what the actual rules in the second paragraph dictate.
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Ddays
post Dec 19 2007, 02:07 AM
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I've always been afraid of super heavy resistance regarding surprise attacks.

The one time I optimize a sniper to be a big baddie, he nearly wipes the entire team before they can find his position. (Before anybody asks, the team knew something was up at the meet and had drones surveying the area as well as a spirit searching, just plain bad rolls on their part)
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Mercer
post Dec 19 2007, 03:33 AM
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Mages roll right over mundies; thats a hard thing to avoid. Its pretty much how the system was designed, if a site doesn't have a sec mage on duty its pretty much ice cream for (awakened) freaks. Your basic security guard isn't going to fare well against any runner, but its probably most noticeable against mages (and trolls with Panther Cannons).

So, the logical conclusion is sites that need to be defended will have magical security. If they can't afford it (because magic is rare, expensive and sometimes just plain hard to come by), then they'll adopt tactics that minimize their magical vulnerability. If a bunch of schmoes attempt to swarm the pc's, whether its a Stunball or grenades or full-auto bursts, things are not going to go well for them.

Given that magic, cyberware, and ten foot tall trolls are possibilities in SR, I would think that your average, everyday security guard is going to take that as his cue not to think he's Rambo. Schmoe-level security isn't there to take pc's on in head to head fights, they're there to rattle doorknobs, spot intruders, sound the alarm and then delay and inconvenience the runners until the High Threat Response Teams (whether they be from the parent corp or Lone Star) show up to deal with them. Lock it down, get the non-combatants to safety, and make sure the high karma backup is on the way. Schmoes should be taking full-cover and holding their actions to unload a tsunami of gunfire on the first pc that comes their way, not aggressively rooting out the intruders.
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hyzmarca
post Dec 19 2007, 05:00 AM
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QUOTE (Ddays @ Dec 18 2007, 05:30 PM)
QUOTE (Siege)
Pick any game system you like - wizworms are either useless or death on two legs.  There isn't really any middle of the road.

As a compromise, bound spirits thrown against incoming spells might buy your NPCs a few extra rounds, but from a "realistic" point of view, the cost-benefit analysis just isn't there.

Wizworms are so rare, the average sec guard will never have any need for the amazingly expensive "magic armor".  By comparison, kevlar is almost cheaper than cotton and protects against far more common threats.

-Siege

Edit: You could attempt to re-conceptualize the entire magical system, but runs into a homebrew set of rules and game world, which may not sit well with your players.

Yeah, guess that's true.

Explains why my favorite part of the game are the social situations where all the characters be quirky and interact.

And my problem with sneak and steal is that my other dudes do their job and that's it for their part in the session.

It goes:

A. Matrix hijinks

B. Related security bust ups

C. Sneaking in

Instead of it being spread out evenly across the session. Which wouldn't be a problem if the entire team was doing the sneaking, but I don't have a gang of Tir Elf Ninjas, so I can't really make any logical explanation on why the burly troll is trying to tip toe his way past security.

Its simple, really, remind your players that sneaking, matrix hijinx, and blowing stuff up are not isolated from each other. Everything happens at once. The opposition are doing everything at once. They no not just line up and die. Every security camera and door is connected to the matrix. They figure out where you are and they lock you down
so you can't escape. Matrix overwatch must be constant to prevent the security from prevailing simply due to their control of the terrain.
On the issue of stealth, it is the most powerful option in the game, but it isn't perfect. There are some things which don't need to make perception checks to spot you (pressure plates, motion sensors), and when you run into one of them you'll damn well need to be sure that the guards are as far away from you as is possible (which is where the heavy hitters may come in) and that your guys have control of the matrix-connected security systems.

The heavy weapons guys are important for the get away, because they have to kill quick. Remember, if a fight with the police drags out for too long, one of two things will happen. A) They'll will run out of police or B) The fight will escalate to the point where you can't possibly win. Unless you're Shadowrunning in Mayberry, the latter is significantly more likely than the former. Once the shooting starts, they have only so much time to get out before they're so overwhelmed that they can't possibly survive. This is the mistake that the North Hollywood guys made, they took too long.

This means that it has to be coordinated so that the matrix guy, the stealth guy, and the shooting guys are all doing different things at the exact same time in order to ensure that they don't get trapped.

The mage, depending on his spell list, can fulfill multiple roles, of which combat is the least important.
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DTFarstar
post Dec 19 2007, 05:18 AM
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What I was trying to say and failed earlier is that mages are above everything else - VERSATILE so if this Magic 6 guy built his character right he has 11 other spells he can cast. If you let him wail and destroy some security then have the others use intelligent mage tactics and kill his Stunball dice pool he should have the ability to do other things, if he just continually tries to stunball and fail... don't feel bad. Suggest other alternatives, use enemy mages to SHOW him other alternatives. There are alot of spells out there and if all he has is self boost and combat spells... well 5 karma and a little time will remedy that.

Above any other skill that could potentially be useful to a shadowrunner innovation is the most important. The ability to flow with pressure and come up with new tactics instead of just blowing through all the opposition is what Shadowrun is all about because you know who has more guns, mages, and badass tech than you? Every corp and government in the damn game.

Chris
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Ddays
post Dec 19 2007, 05:30 AM
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Well, my main problem is that anything that foils specifically high force stunball foils almost everything else he can do short of calling up a spirit in reserve.

Either that or they run away and it's back to the one thing at a time gaming which is rather boring unless you introduce some weird contrived situation.

THE GUY'S A LIVING MANA WARD, SO YOU BETTER USE IMPROVED INVISIBILITY TO GET THE TEAM AWAY. OH HEY SAMMIES, TRY TO TAKE HIM OUT WHILE I FORCE THE MAGE TO PLAY SUPPORT.
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