IPB

Welcome Guest ( Log In | Register )

4 Pages V  < 1 2 3 4 >  
Reply to this topicStart new topic
> Mage Geeker, Help with Geeking the mage!
Cthulhudreams
post Jun 2 2009, 03:34 PM
Post #26


Runner
******

Group: Members
Posts: 2,650
Joined: 21-July 07
Member No.: 12,328



Totally - everything needs to be cut with negotiations - forcing something the player manifestly doesn't want on him is not going to make him go into the game with someone he doesn't want though, in that situation the players character concept just got rejected by the GM, so he's going to make a new character.

Incidentally, what the hell? You actually would take, or make someone take Astral hazing on an awakened character (the implication of saying that taking it on a non awakened character is a dick move)? That is pretty much a gaint kick in the nuts.

It is only reasonable that Astral hazing is there fore non awakened characters - because it makes any awakened character instantly unplayable. Literally - a starting awakened mage cannot cast spells in astral haze. Refunding someone 10 points for taking their 15 point quality (at least) away from them is a bit of a dick move!

The only logical conclusion is that Astral hazing is supposed to be balanced as a disadvantage for non-awakened characters.
Go to the top of the page
 
+Quote Post
HappyDaze
post Jun 2 2009, 03:45 PM
Post #27


Shooting Target
****

Group: Members
Posts: 1,838
Joined: 1-September 05
Member No.: 7,669



QUOTE
The only logical conclusion is that Astral hazing is supposed to be balanced as a disadvantage for non-awakened characters.

Yet the only logical conclusion is that , despite what it is supposed to be, Astral Hazing is not balanced as a negative quality.
Go to the top of the page
 
+Quote Post
Cthulhudreams
post Jun 2 2009, 03:50 PM
Post #28


Runner
******

Group: Members
Posts: 2,650
Joined: 21-July 07
Member No.: 12,328



Fair point, but to be also be fair my orginal remark was that it was humorous - and I like to think that the clear design intent for it to be a balanced 10 point disadvantage is, indeed, somewhat funny.
Go to the top of the page
 
+Quote Post
Stahlseele
post Jun 2 2009, 03:51 PM
Post #29


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



QUOTE
Incidentally, what the hell? You actually would take, or make someone take Astral hazing on an awakened character (the implication of saying that taking it on a non awakened character is a dick move)? That is pretty much a gaint kick in the nuts.

Actually, Uncle Ancient devised a way to do something like that even in SR3 Allready i think O.o
Go to the top of the page
 
+Quote Post
Screaming Eagle
post Jun 2 2009, 04:01 PM
Post #30


Moving Target
**

Group: Members
Posts: 304
Joined: 23-April 09
From: Canada eh?
Member No.: 17,109



I can see why its a "Flaw" - magical healing/ assistance is all but completly out, mages everywhere will hate and revile you, adepts, mystics and seers shudder at your approch and curse you from afar...

But dude... dude
Go to the top of the page
 
+Quote Post
BlueMax
post Jun 2 2009, 04:23 PM
Post #31


Running Target
***

Group: Members
Posts: 1,336
Joined: 25-February 08
From: San Mateo CA
Member No.: 15,708



QUOTE (Screaming Eagle @ Jun 2 2009, 08:01 AM) *
I can see why its a "Flaw" - magical healing/ assistance is all but completly out, mages everywhere will hate and revile you, adepts, mystics and seers shudder at your approch and curse you from afar...

But dude... dude


At my table, you also get haunted. From what I can tell, its a nasty background. Twisted, unnatural, ain't aligned with nobody. Our Fomori keeps moving, else he wakes up to visitors of the unwanted kind.

He is saving up Karma and cash to try to buy it off, even though I haven't given him any idea I would allow it.

BlueMax
Go to the top of the page
 
+Quote Post
LynGrey
post Jun 7 2009, 11:53 PM
Post #32


Target
*

Group: Members
Posts: 53
Joined: 19-February 05
From: Charlotte, NC
Member No.: 7,100



Well guys i dug through my library of SR books.. and finally read up on Astral Hazing.. now thats the IDEA i was having.. making a Burn-out mage, or one going down the path slowly.

But from what i understand Astral Hazing reduces the magic rating of everbody by 4 (including yourself) and anybody casting spells on out. Let alone it adds it ratting to the DV of Drain also. Thats sick! (I plan on being awakened.. well....)

Ok, so MY next question is.... IF My character had Astral Hazing and was Awakened (thus having a magic rating) he could purchase skills that are tied to magic right? IE) Counterspelling and Banishing.. i mean the DP will be garbage (basically it'll be skill rolls only, but what i'm thinking is most MAGES Pools are going to be garbage also and pretty much balance out.)

I know most of you thinking i'm completely retrarded, but hey i reallllly wanna tick of some mages (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Falconer
post Jun 8 2009, 12:30 AM
Post #33


Neophyte Runner
*****

Group: Validating
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



Since all mages are ludicrously wealthy (we all know they get tons of cash, and need karma far more than nuyen to advance).

I vote, mages pass the hat around... and take up a collection for the endowment of a foundation to fund putting a bounty on any and all critters w/ astral hazing. With bonus to be paid if character also has arcane arrestor.

So is it ordered by the arcane order of benevolent overlords.
Go to the top of the page
 
+Quote Post
Glyph
post Jun 8 2009, 12:31 AM
Post #34


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



A mage could function with astral hazing, but if he had a Magic of 5, he would wind up with an effective Magic of 1. The only thing unaffected would be counterspelling used for spell defense, since it is skill only and doesn't involve Drain. A mage with astral hazing and counterspelling would be almost invincible against spells, but would still be in trouble against sufficiently powerful spirits. Plus, you would only be good at the defensive end - geeking mages takes some offensive ability, too.


With regards to astral hazing, either allow it, or tell the player you don't use it in your campaign, or tell the player your house rules ahead of time. Screwing over a player for picking something, just because you don't like it, is the epitome of GM dickery. I also think the option for the GM to pick SURGE negative traits is one of the most moronic optional rules in the game. The whole point of a point build system is to custom craft exactly the character you want. I'm with Cthulhudreams on this - if the GM said "No, your character doesn't have astral hazing and critter spook, instead he has a squid head and a fluffy bunny tail,' then I wouldn't play that character - and might reconsider playing in that game.
Go to the top of the page
 
+Quote Post
HappyDaze
post Jun 8 2009, 01:37 AM
Post #35


Shooting Target
****

Group: Members
Posts: 1,838
Joined: 1-September 05
Member No.: 7,669



QUOTE
A mage with astral hazing and counterspelling would be almost invincible against spells, but would still be in trouble against sufficiently powerful spirits.

Like high force Guardian spirits with assault weapons...
Go to the top of the page
 
+Quote Post
HappyDaze
post Jun 8 2009, 01:39 AM
Post #36


Shooting Target
****

Group: Members
Posts: 1,838
Joined: 1-September 05
Member No.: 7,669



QUOTE
I'm with Cthulhudreams on this - if the GM said "No, your character doesn't have astral hazing and critter spook, instead he has a squid head and a fluffy bunny tail,' then I wouldn't play that character - and might reconsider playing in that game.

I tend to find that the players that want to take Astral Hazing - and want to gain points for taking it - are the types I want to have reconsidering their decision to play in my games.
Go to the top of the page
 
+Quote Post
Glyph
post Jun 8 2009, 01:52 AM
Post #37


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



To reiterate, a GM who doesn't make his expectations clear beforehand, but simply berates or attempts to punish players for picking logical, optimal options from the rules, is a dick. If a GM said "I don't find astral hazing balanced, so I don't allow it in my games," that would be fine with me. A GM who says "Whuaaghh!! You picked aastraaal haaaaziiing!! Nooo, you don't get it, you get a squid head instead, hahahahaha!!" isn't good enough to run F.A.T.A.L., much less Shadowrun.
Go to the top of the page
 
+Quote Post
Dr Funfrock
post Jun 8 2009, 02:54 AM
Post #38


Moving Target
**

Group: Members
Posts: 353
Joined: 2-February 08
Member No.: 15,618



QUOTE (LynGrey @ Jun 1 2009, 05:22 PM) *
...the party was full of Mages...


And that right there is why Astral Hazing is a really stupid idea.

Remember, the points costs in SR are balanced, assuming you are playing in the default setting, which is teams of Shadowrunners doing stuff for money.

Teams.

Yes, a mundane character with Astral Hazing suffers absolutely no direct penalties as a result of the ability. The two or three mages (I'm guessing this number from the plural) in his party are, on the other hand, completely screwed.

Which begs the question, why the hell did this group ever let him join in the first place. If this question can be answered satisfactorily, it's a reasonably worth-while negative quality to have, but still very much a disadvantage. If it can't, trash the character and make a new one.

Losing out on your magical support sucks. Personally, I really like know the mage can throw a stunball at those six guards I found waiting round the corner. Cause, y'know, then I don't DIE! Either Arcane Arrester or Magic Resistance are perfectly good "Mundane who is resistant to magic" traits. Taking Astral Hazing just screws the group over, and ultimately costs you far more than it gains you, unless the rest of the group is down with the idea of doing an all mundane party.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Jun 8 2009, 03:01 AM
Post #39


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Glyph @ Jun 7 2009, 06:52 PM) *
To reiterate, a GM who doesn't make his expectations clear beforehand, but simply berates or attempts to punish players for picking logical, optimal options from the rules, is a dick. If a GM said "I don't find astral hazing balanced, so I don't allow it in my games," that would be fine with me. A GM who says "Whuaaghh!! You picked aastraaal haaaaziiing!! Nooo, you don't get it, you get a squid head instead, hahahahaha!!" isn't good enough to run F.A.T.A.L., much less Shadowrun.



Bingo...
Go to the top of the page
 
+Quote Post
kzt
post Jun 8 2009, 03:12 AM
Post #40


Great Dragon
*********

Group: Members
Posts: 5,537
Joined: 27-August 06
From: Albuquerque NM
Member No.: 9,234



QUOTE (Glyph @ Jun 7 2009, 05:31 PM) *
geeking mages takes some offensive ability, too.

An Alpha with APDS, air burst and HE grenades will often suffice....
Go to the top of the page
 
+Quote Post
Falconer
post Jun 8 2009, 03:14 AM
Post #41


Neophyte Runner
*****

Group: Validating
Posts: 2,283
Joined: 12-October 07
Member No.: 13,662



QUOTE (Dr Funfrock @ Jun 7 2009, 10:54 PM) *
Losing out on your magical support sucks. Personally, I really like know the mage can throw a stunball at those six guards I found waiting round the corner. Cause, y'know, then I don't DIE! Either Arcane Arrester or Magic Resistance are perfectly good "Mundane who is resistant to magic" traits. Taking Astral Hazing just screws the group over, and ultimately costs you far more than it gains you, unless the rest of the group is down with the idea of doing an all mundane party.


Nah... this is when the mages give the collective screw you... and engage in the time honored tradition of PK. Mage's sporting rediculously high int/log/cha tend to be most inventive in ways to make such a character suffer before death undying.

You know we really need a fall guy for this... and he's perfect for the role.

Even mages can toss grenades into a furball with a meatshield surrounded by guards... or have his bed neatly set w/ demolitions skill (nice support skill for logic traditions!). Or hire a sniper to off him when they call him to let him know there's a Johnson and we're looking to meet here.

Seriously... that ability IMO equals an instant 'wanted' quality... You want him... dead.
Go to the top of the page
 
+Quote Post
toturi
post Jun 8 2009, 03:26 AM
Post #42


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Dr Funfrock @ Jun 8 2009, 10:54 AM) *
Losing out on your magical support sucks. Personally, I really like know the mage can throw a stunball at those six guards I found waiting round the corner. Cause, y'know, then I don't DIE! Either Arcane Arrester or Magic Resistance are perfectly good "Mundane who is resistant to magic" traits. Taking Astral Hazing just screws the group over, and ultimately costs you far more than it gains you, unless the rest of the group is down with the idea of doing an all mundane party.

That really depends. Background Count 4 is quite bad but if your group is planning for the long term, then it can be a serious advantage though.

At any Background Count higher than 4, you can get close to the Astral Hazer and take a discount on the Background Count. In an aspected BC of 4 or more, your Astral Hazer can close to whoever the BC is aspected towards and they take a power nosedive while you are well prepared to operate in a BC of 4. It is a justifiably serious pain in the ass for the Awakened at the beginning, but like many other Negative Qualities it can work for you, if you just put in the time and effort.
Go to the top of the page
 
+Quote Post
Cthulhudreams
post Jun 8 2009, 03:37 AM
Post #43


Runner
******

Group: Members
Posts: 2,650
Joined: 21-July 07
Member No.: 12,328



The 'oh noes astral hazing will interfer with the team' thing is stupid.

A) If it is actually a disadvantage, it is a total dick move on the part of the player using it - ts just unabashed griefing. Secondly if you're standing that close to someone it isn;t good for your general survivability.

Seriously, if this is why it's supposed to be a disadvantage, it should just be deleted. Characters like this are just annoying and cause resentment, whether a guy being a jerk with his AMF field, a backstabbing mage or a kender that just steals things, you've completely missed the point.

The really retarded thing is, if this makes it bad, you're actually getting a discount on your powers because someone else in the game is getting fucked over for it. It would be like one guying taking an advantage for 5 BP that says he gets 50BP from every other player in the game for his character. Would you let anyone do that? Hell no. Would that be a chronically stupid piece of game design? Hell yes. Given that, I'm pretty sure this isn't the intention.

B) Why the hell would you make a character with astral hazing that relies on standing next to the mage when the chips are down. Why not make a sniper. Or rigger. Or Hacker or whatever the hell else. Okay you might not be the most loved person when you all go grab a burger, but the fact that the mage is getting a face full of static then is livable. When it really matters, you can just stand further away.
Go to the top of the page
 
+Quote Post
Psikerlord
post Jun 8 2009, 04:03 AM
Post #44


Moving Target
**

Group: Members
Posts: 292
Joined: 20-April 09
From: Sydney 'plex
Member No.: 17,094



From what I've seen SR4 is pretty deadly, and any half maximied character has a very good chance of killing a mage (or anything else), provided you're willing to get out the bigger guns, a grenade, or rush in there and chop him good. Astral hazing is pure bad-ass anti-mage, but unless you're a melee guy, forget it. Easier to just shoot him up.
Go to the top of the page
 
+Quote Post
toturi
post Jun 8 2009, 04:10 AM
Post #45


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Cthulhudreams @ Jun 8 2009, 11:37 AM) *
The 'oh noes astral hazing will interfer with the team' thing is stupid.

A) If it is actually a disadvantage, it is a total dick move on the part of the player using it - ts just unabashed griefing. Secondly if you're standing that close to someone it isn;t good for your general survivability.

Seriously, if this is why it's supposed to be a disadvantage, it should just be deleted. Characters like this are just annoying and cause resentment, whether a guy being a jerk with his AMF field, a backstabbing mage or a kender that just steals things, you've completely missed the point.

B) Why the hell would you make a character with astral hazing that relies on standing next to the mage when the chips are down. Why not make a sniper. Or rigger. Or Hacker or whatever the hell else. Okay you might not be the most loved person when you all go grab a burger, but the fact that the mage is getting a face full of static then is livable. When it really matters, you can just stand further away.
I am not quite sure what you mean.

There will times where it is nearly impossible to be more than 6m from the guy. If the Astral Hazer is at low Essense, usually if space is not a concern, only an idiot will be that close to the guy but consider the cramped confines of a vehicle, often you do not have a choice. Narrow alleys, small hallways, sewers, cramped urban quarters also limit how far you can actually stay away from the Background Count.

There are 2 ways that I can think of to try to make the best use of the effects of Astral Hazing.

1) The first way I have outlined above - make use of the stable BC 4, make it work for you. This works best for a technomancer because your Essense is probably going to be 6 or nearly so.

2) The second way would be to reduce the area it affects. This method would mean that you need to lose Essense, most probably by implants. This works the best for a cyber/bio sam, because Essense would probably be 1 or less.

Both solutions tend to be mutually exclusive, you either try to make use of the BC4 or minimise the effects of the BC4. Sure, you can try to get both ways to work but it is a very delicate balancing act or you need to jump through flaming hoops to get it to work.
Go to the top of the page
 
+Quote Post
Cthulhudreams
post Jun 8 2009, 04:20 AM
Post #46


Runner
******

Group: Members
Posts: 2,650
Joined: 21-July 07
Member No.: 12,328



It's most logical on low essence sammies because they are the ones that want to access it and cannot get it really any other way - it gives them a powerful protection from magic.

So if you're standing in a corridor or an APC you stand away from each other. If it's a car.. what are you doing in a car when you are being shot at? Typically this leads to being dead and is not an advisable course of action.

Go to the top of the page
 
+Quote Post
Machiavelli
post Jun 8 2009, 11:20 AM
Post #47


Shooting Target
****

Group: Members
Posts: 1,911
Joined: 26-February 02
From: near Stuttgart
Member No.: 1,749



Besides that, I always play magical chars. and up to now it has never been an issue for the GM or other players, to get rid of them...finally.^^ I don“t get the topic i have to say. We should rather discuss "how to kill a cyberzombie"...THAT would be something that really makes sense.
Go to the top of the page
 
+Quote Post
Stahlseele
post Jun 8 2009, 12:24 PM
Post #48


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



Background Count to get his one Magic point to go away.
Bam, dead.
Go to the top of the page
 
+Quote Post
toturi
post Jun 8 2009, 12:36 PM
Post #49


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Stahlseele @ Jun 8 2009, 08:24 PM) *
Background Count to get his one Magic point to go away.
Bam, dead.

The problem is that a cyberzombie has 1 Magic point despite his own Astral Hazing which like the normal Astral Hazing, he is always in the center of.
Go to the top of the page
 
+Quote Post
Machiavelli
post Jun 8 2009, 12:45 PM
Post #50


Shooting Target
****

Group: Members
Posts: 1,911
Joined: 26-February 02
From: near Stuttgart
Member No.: 1,749



Right. Additonal he has hardened armor in addition to his material armor, is nearly invulnerable to magic AND he can kick ass. The mages I know, have a body of 1-3 and drop dead if you look at them. the topic should read "how to manage to NOT kill the mage". Muahahahahaha!!!
Go to the top of the page
 
+Quote Post

4 Pages V  < 1 2 3 4 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 20th May 2025 - 10:57 PM

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.