My Assistant
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Jun 25 2010, 09:31 AM
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#126
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
Okay, it's late and I'm tired, so if this doesn't make sense, chalk it up to fatigue. But what is the difference between magic that you cannot defend against and a narcojet pistol? With the pistol, if the needle penetrates the armor you get stuck with 10S. Same with a stunball... if you don't resist the casting, you take the damage. Short answer: the rules. Show me another example where the attacker rolls 2 stats and the defender only 1. Counterspelling should not have been factored as part of the main spell defense dice pool, because it means you cannot defend against Magic without a mage on your side. This is bad for the game, see my explanation after. edit to add: For those that are continually poo-poo'ing the "using magic should be dangerous" thing, I'm just genuinely curious here, but how long have you been playing the game? This isn't some silly e-peen thing, of "I've been playing longer than you have, so I know better!" or some sort of post-count contest, I'm just really wondering when you were introduced to the game. Personally, I know a lot of my "casting spells should kick your ass" mentality is a holdover from previous editions, where it really did take a whole lot out of a mage to sling mojo very often, at least until you snagged Centering or a good couple of Foci to ease the pressure a bit. I feel like that's not the case so much in 4th Edition any more, so it seems like folks that are just getting into the game more recently may not have the same emotional holdover towards the good ol' days of passing out after a good Fireball. To add a bit to this,I think the differences between SR3 and SR4 archetypes have a big influence here. For thos who don't know: in SR3, gunbunnies NEEDED a smartgun, and the smartgun did not work without an implanted smartlink in the middle brain. Cyberdecks (the equivalent of commlinks) costed several hundred thousands Nuyen. Riggers needed a VCR (Vehicle Control Rig) implant with the same Essence cost as Wired Reflexes. This was a specialist game: no matter what path you chose, you had to invest too much in it to digress. Were mages more or less powerful in SR3? I don't know, and I don't care, because the mage needed the rest of the team to watch his back as they needed him. Now in SR4, smartlinks don't have to be implanted anymore, so anybody can shoot. Commlinks and programs are dirt cheap and the VCR disappeared, so anybody can hack and rig. Of course not with 20+ dice, but 8-10 are enough more often than not, and Edge is there when you need it. On the other hand, everyone falls to magic unless they have Counterspelling available. This makes the mage the only mandatory member of any team, and this is bad for everybody around the table except the mage: nobody wants to play a mere sideshow. I literally cannot understand a proposal like "turn F/2 into F" as that would leave me taking complex actions for less than pistol damage or ramping up the damage to what everyone else was doing at the cost of giant fractions of my health. Why? Not just dealing damage. Also flying, healing, mind controling, stealthing, calling expendable buddies out of thin air,... Combat is just one of the areas of magic, it just so happens that it is also the area of expertise of other archetypes. One could reverse the question: why should the mage claim to just as efficient in combat as a specialist who spent half his points in it, and be able to do so much more aside? |
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Jun 25 2010, 09:32 AM
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#127
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
A little late, but whatever.
*Sigh* I should know better by now, but: Firearms: Attacker rolls his pool. Defender rolls to Dodge. Defender rolls to soak. Magic: Attacker rolls his pool. Defender rolls his stat. Lets try this again. Firearms:
Magic:
Magic has Overcasting. Firearms have Burst / Full Auto fire. Resource cost: 15: Magician quality 40: Magic 5 15: x5 Spells vs 30: Augmentation & firearm. Skill costs are roughly comparable. Who wins in a straight fight depends entirely on who acts first - ~70/30 in favor of the samurai. Who wins in an unbalanced fight depends entirely on who acts first - in favor of the samurai. Magic is indeed powerful. Direct Combat spells are, in fact, overpowered Rules as Written. Direct Combat spells are not, in fact, as powerful as people seem to think; their power comes from the lack of a Resistance test, and is not so extreme as to make any true impact on gameplay - it is simply noticable because it stands out. The only reason I included an alteration to how Direct Combat spells work in my House Errata (which is built around balancing the game) is to streamline the system - not because they needed to be rebalanced. |
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Jun 25 2010, 09:38 AM
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#128
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 |
A well geared Rigger can ruin anybody's party, so long as he can get an invite.
Can a mage can fire 5 long bursts from a GE Vanquisher Heavy Autocannon in a single 3 second pass? You want a mage killer? If you leverage the tech correctly, you can build a rigger that kills whole cities. |
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Jun 25 2010, 09:45 AM
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#129
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
On the other hand, everyone falls to magic unless they have Counterspelling available. No, they don't. I have made characters lacking any specialized magical defense that are easily capable of defending against & taking out magicians. There are a few ways to do so. This makes the mage the only mandatory member of any team, and this is bad for everybody around the table except the mage: nobody wants to play a mere sideshow. I have played in games where the magician is the sideshow. I have played in games where a magician is redundant &/or unnecessary. I have never played in a game where the spellcaster overshadows the entire team. Such magical characters are almost entirely limited to summoners, and even then often require heavy rules abuse, drugs, &/or augmentation. One could reverse the question: why should the mage claim to just as efficient in combat as a specialist who spent half his points in it, and be able to do so much more aside? They don't. My samurai or bioadept builds always outclass the magician in combat potential - including those that specialize in combat magic. |
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Jun 25 2010, 09:52 AM
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#130
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
No, they don't. I have made characters lacking any specialized magical defense that are easily capable of defending against & taking out magicians. There are a few ways to do so. Please do share (IMG:style_emoticons/default/twirl.gif) |
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Jun 25 2010, 12:57 PM
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#131
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Unless it's going to just be what we've already read 6 times. (IMG:style_emoticons/default/smile.gif)
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Jun 25 2010, 01:37 PM
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#132
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,325 Joined: 2-April 07 From: The Center of the Universe Member No.: 11,360 |
Toturi, it's hardly a question of the player wanting to be able to constantly cast powerful spells. Obviously, they'd want that. (IMG:style_emoticons/default/biggrin.gif) Well, what I think is at issue is the fact that drain seems to be a no brainer. But that has alot to do with the build of the NPC's and PC's. With 400 BP you can build up to shrug off most drain. I mean a force 8 wreck spell, (basicall a powerbolt that is specific to vehicles) causes 5P damage to the caster. So in theory the caster needs 15 dice to shrug it all off. Getting 12 dice is difficult, but not impossible at 400 BP. So more than likely you will be taking 1P of damage. Does this balance mages vs gun bunnies? That is a matter of opinion. The fact that mooks can be blasted by the truckload with no drain--not much different than if the street sam went at them. |
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Jun 25 2010, 03:05 PM
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#133
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I didn't really feel like my gymnastic cyber skating kickboxing waif was any less a potent character than my booksmart reserved Combat/Manipulation Mage. Sadly, close combat can really only hold its own with combat magic if the GM decides that none of the NPCs can't fight their way out of a paper sack and/or never use Full Defense vs. Melee. It's simple math, really. Full Defense vs. melee is Reaction+Skill+Skill and attacking is Agility+Skill. Combat spells, by contrast is Magic+Skill vs. Attritibute+Counter Spelling, and most characters won't have counterspelling. Further, I would argue that not every character is a bad ass. You can build a utility mage who also can toss around Force 8 Stunbolts quite safely with nothing but the spellcasting skills they already have and the price of the spell. A Technomancer, Adept or a Hacker, on the other hand, would need a firearm skill and the Agility to back it up or at least have to figure out a way to sneak a drone in with them. Ultimately, what bothers me about magicians isn't how much firepower they bring to the table so much as it is how little they sacrifice for it, which hits me as a bit off given how hard magic is to defend against. |
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Jun 25 2010, 03:39 PM
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#134
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Target ![]() Group: Members Posts: 51 Joined: 27-February 08 From: Sochi, Russia Member No.: 15,714 |
QUOTE So in theory the caster needs 15 dice to shrug it all off. Getting 12 dice is difficult, but not impossible at 400 BP. So more than likely you will be taking 1P of damage. Willpower 5, Tradition stat of 5 and a fetish will get you those 12 dice. If RC is available then hermetics can get 15 dice by adding to the mix Cerebral Booster 3 and Restricted Gear. |
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Jun 25 2010, 03:59 PM
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#135
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 |
Some of us however get tired of the spellcaster knocking out two Citymasters a turn. And not even using specialized spells. BlueMax Sad, but that is an actual in game example. Mages can and do effectively pull out Gauss Rifle level attacks with a much bigger battery pack. While your Sam might have that same weapon or a canon he isn't carrying it most places. And then the mage can turn people invisible, levitate, heal, summon spirits for combat, concealment, movement etc. |
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Jun 25 2010, 04:09 PM
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#136
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Moving Target ![]() ![]() Group: Members Posts: 829 Joined: 26-February 02 Member No.: 770 |
Some of us however get tired of the spellcaster knocking out two Citymasters a turn. And not even using specialized spells. I'd check that player's dice & charsheet calculations if I was you. OR4+, and still getting enough hits to overcome the 16 Body? (Or 16 Body + 20 armor for indirect?) Willpower 5, Tradition stat of 5 and a fetish will get you those 12 dice. If RC is available then hermetics can get 15 dice by adding to the mix Cerebral Booster 3 and Restricted Gear. And the sammy can have high willpower, astral hazing and/or arcane arrestor. Funny how when the odds get stacked on one side, it comes out ahead, eh? |
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Jun 25 2010, 04:18 PM
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#137
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 |
I'd check that player's dice & charsheet calculations if I was you. OR4+, and still getting enough hits to overcome the 16 Body? (Or 16 Body + 20 armor for indirect?) Since I was the mage in question, I'll put up the stats. Magic 6, spell casting 6, power focus 4, specialization combat spells, mentor dragon slayer. 20 dice. Oh and a sustaining focus for 4 actions a turn. All that was at char gen. At the citymaster incident he was a grade 2 initiate with masking and extended masking but otherwise the same. Powerbolts 4 of em. Average 6-7 hits a turn which made my force 9 powerbolts go to 11 damage, 2 shots and a citymaster blows. Though in the specific case where it occurred I got 8 hits on the first spell and 9 on the first spell at the 2nd citymaster. Lucky rolls what can I say. On a side note,we were trying to build powerful characters for a specific reason. Normally my mages aren't quite that specialized in magic. Though given the breadth of spells and spirit powers it did not seem to hamper my versatility too much. |
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Jun 25 2010, 04:28 PM
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#138
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Willpower 5, Tradition stat of 5 and a fetish will get you those 12 dice. If RC is available then hermetics can get 15 dice by adding to the mix Cerebral Booster 3 and Restricted Gear. Yeah, that's why I've never been a big fan of Sensitive System, especially on Hermetics. Taking advantage of essence reductions for mixing and matching is quite strong. Reaction Enhancer 1, Cybereyes 3, Cerebral Booster 2 and a Trauma Damper will put you back exactly 1 essence. Not a bad deal for nuyen progression. Oh, and for the record, non-living objects targeted by a Direct Spell do not get a Resistance Test, so the 16 Body doesn't do any good. A direct spell vs. a non-living target is just a treated as a Success Test by the caster with Object Resistance serving as the Threshold, with net hits serving to jack up the damage. So why yes, it IS just as easy to start doing raw damage to a Citymaster as it is to a Steel Lynx, and in both cases it's actually somewhat easier than Power Bolting down a big troll (which is why you keep Stun or Mana Bolt around). Direct Combat Spells are stupid like that, hence the topic. |
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Jun 25 2010, 04:49 PM
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#139
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,512 Joined: 26-February 02 Member No.: 392 |
Ultimately, what bothers me about magicians isn't how much firepower they bring to the table so much as it is how little they sacrifice for it, Well said. In some ways magic seems cheaper than technology in SR4. Someone up thread mentioned going back to the SR3 rules for Force and learning. I think I might do that for my upcoming game (makes it closer to ED style magic too). Not being able to increase the force willy-nilly may go a long way towards fixing things. Also makes the mage and TM closer rules wise. Maybe give both a number of free force/complex forms equal to Willpower or Logic. |
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Jun 25 2010, 05:22 PM
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#140
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Moving Target ![]() ![]() Group: Members Posts: 829 Joined: 26-February 02 Member No.: 770 |
Since I was the mage in question, I'll put up the stats. Magic 6, spell casting 6, power focus 4, specialization combat spells, mentor dragon slayer. 20 dice. Oh and a sustaining focus for 4 actions a turn. All that was at char gen. At the citymaster incident he was a grade 2 initiate with masking and extended masking but otherwise the same. Powerbolts 4 of em. Average 6-7 hits a turn which made my force 9 powerbolts go to 11 damage, 2 shots and a citymaster blows. Though in the specific case where it occurred I got 8 hits on the first spell and 9 on the first spell at the 2nd citymaster. Lucky rolls what can I say. On a side note,we were trying to build powerful characters for a specific reason. Normally my mages aren't quite that specialized in magic. Though given the breadth of spells and spirit powers it did not seem to hamper my versatility too much. Hmm...20R and 16R availablilty items costing 140,000:nuyen: at chargen? Tricky - 30 of your max 35 positive quality points right there? Over 150 bp for one stat + one skill + a few toys. Even so, with those kind of rolls, a sammy could have pulled the same thing off (2 shots per pass, destroying 2 vehicles) and with much less cash & fewer bp spent. AND without splitting his dice pool. (Hell, before 4A gave trollbows a needed nerf, I saw a guy 2-shot a T-Bird with less impressive rolls.) So it's proof that magic is overpowered why again? Yeah, that's why I've never been a big fan of Sensitive System, especially on Hermetics. Taking advantage of essence reductions for mixing and matching is quite strong. Reaction Enhancer 1, Cybereyes 3, Cerebral Booster 2 and a Trauma Damper will put you back exactly 1 essence. Not a bad deal for nuyen progression. Oh, and for the record, non-living objects targeted by a Direct Spell do not get a Resistance Test, so the 16 Body doesn't do any good. A direct spell vs. a non-living target is just a treated as a Success Test by the caster with Object Resistance serving as the Threshold, with net hits serving to jack up the damage. So why yes, it IS just as easy to start doing raw damage to a Citymaster as it is to a Steel Lynx, and in both cases it's actually somewhat easier than Power Bolting down a big troll (which is why you keep Stun or Mana Bolt around). Direct Combat Spells are stupid like that, hence the topic. (In those games I've run, I disallow sensitive system UNLESS cyber is actually bought as well) And body certainly does still have a point - it defines how many boxes of damage the object can take - in the case of a Citymaster, that body 16 means it gets 8 + (16/2) = 16 boxes. So you need either 5 hits on a force 15+ spell, or +1 hit per -1 force to pull off a one-shot. Since he was multicasting, he's was actually betting on getting those 5+ successes multiple times (and increasing the drain as well.) Petty damn difficult to get 5+ hits on (12 split)+6 dice reliably. Getting 8-9 is VERY unlikely. |
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Jun 25 2010, 05:40 PM
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#141
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I figured someone might bring up the extra boxes thing, but the rest of it still stands (except for the troll thing, I dunno why I said that) because I was talking about resistance primarily. Once you can beat OR, the damage is still coming in, and you're doing a helluva lot more damage to a city master with one upstaged power bolt than you'll do with most other attacks, much less ones you can easily smuggle around. I won't comment on the multi-casting, because it isn't what I would have done without Edge. You're already doing some severe unresisted damage, after all. Being able to maim a Citymaster with an attack you carry around in your head is good enough for me. I mean, hell, a stock Citymaster rolls 36 dice to resist damage under normal circumstances. I'm guessing the Drain thing you're talking about is another Anniversary change I've never bothered checking out or implementing. I'm more or less done buying Shadowrun products and have been for a while.
Oh, wait, I've looked that one up before. The changes PDF says it was an optional mechanic. Does the print version say otherwise? |
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Jun 25 2010, 06:25 PM
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#142
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
Let's get some comparative numbers out here because the gut feeling thing is getting dumb.
A combat mage rolling 18 dice (6 skill, 6 magic, 2 specialty, 2 mentor, 2 power focus) throws a Force 9 (for drain purposes) Powerbolt at a NPC, who we'll say has Body 3. Assume 6 successes for the mage, 1 for the grunt, 5 net hits and the NPC takes 14 DV physical damage and explodes into red mist. The 9 force results in 5 Drain to be resist by a 12 dice pool (say logic 5, willpower 5, fetish 2) and the average 4 hits have the mage taking 1 physical hit. A gun bunny rolling 19 dice (6 skill, 2 specialty, 9 attribute, 1 smartlink, 1 Reflex Recorder) fires a called shot (-4 dice +4 DV) with his Pred filled with EX-Ex (6 DV -2 AP) at the same NPC who we'll say has Body 3, Reaction 6 and Dodge 6, and he goes on Full Defense. According to the skills chapter, this is the Micheal Jordan of Dodging working as a guard or whatever. He's also wearing his 14R full body armor and helmet with 12 ballistic armor. Assume 5 successes for the gun bunny and 4 for the NPC, then 11 DV of damage vs. 10 modified armor + 3 Body, averaging 4 hits for the NPC who then takes 7 Physical Damage. Since this was a simple action the gun bunny fires again and does 14 DV physical damage and the NPC's brains are splattered against the wall. Notes: Used a 350 nuyen Pred instead of something serious with burst fire just to really stack the deck against the gun bunny. I didn't use any gear over 12 availability for either and a spellcasting focus is so horribly inefficient I imagine no one gets one (it wouldn't make a difference anyway). An attribute of 9 is pathetically easy to get with a cyberlimb, it'll cost far less than that power focus. I opted against cyberware for the mage but it would just lower Magic by 1 and give him a larger drain resist dice pool from 3 cerebral boosters so change the results to no drain sustained if you are so inclined. Results: So the same NPC in two situations, who had no counterspelling, not standing behind a Ward with top-notch dodging ability going full defense in fully body armor takes identical damage in 1 IP. It's the best case for the mage and the worst case for the gun bunny and it didn't matter. The difference in defenses did not make a difference in the end result. The game is balanced, everyone is a badass. If we were using Drain = F instead of F/2 that Mage would be resisting 10 physical damage, taking 6 of it. And for what, to match the damage of a pistol?! Regarding role versatility, the gun bunny in this situation actually invested fewer BPs and nuyen into his gun ability than the Mage. Equal skill, equal specialties, but that's 1 attribute at 6 and 2 at 5 for the Mage when the gun bunny could literally have 1 agility base as long as his cyberarm (3) is customized (+3) and enhanced (+3). The gun bunny's nuyen expenditures are also cheaper since Power Foci are incredibly expensive. If this gun bunny wants to be a hacker or a rigger or CQC guy as well? He will have an easier time of it than the Mage. The gun bunny will have a 160 BP headstart (155 for the attributes 5 in the nuyen). You don't even use attributes in matrix actions so the logic doesn't even double dip for the mage =/ Regarding utility versatility with lots of spells, I don't consider that a problem either honestly, it's what you get in exchange for the 15 BP of the quality, the potentially 75 BP you spend in the magic attribute and the 3 BP per spell. Those are costs that others do not pay, and they should yield some perks. I apologize for the constant use of bold and increased size fonts, I personally think it's a fairly obnoxious practice, but I desperately want to get these points across. I'm new to SR but I know a few other RPG systems and frankly this seems elegantly well designed to me! I love the glass cannon aspect compared to other games where people take ridiculous (by real life terms) strikes and don't blink, and I think the different character aspects are fine. IMO Bound Spirits with a high charisma are crazy, but combat damage? C'mon now. So, in terms of damage and build points and not nostalgia and gut feelings, tell me where the imbalance lies. I am genuinely extremely curious about your reasoning, because I truly just don't see a problem. |
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Jun 25 2010, 06:49 PM
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#143
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,336 Joined: 25-February 08 From: San Mateo CA Member No.: 15,708 |
Hmm...20R and 16R availablilty items costing 140,000:nuyen: at chargen? Tricky - 30 of your max 35 positive quality points right there? Over 150 bp for one stat + one skill + a few toys. Even so, with those kind of rolls, a sammy could have pulled the same thing off (2 shots per pass, destroying 2 vehicles) and with much less cash & fewer bp spent. AND without splitting his dice pool. (Hell, before 4A gave trollbows a needed nerf, I saw a guy 2-shot a T-Bird with less impressive rolls.) So it's proof that magic is overpowered why again? When you say the Sammy could have pulled off the same thing, what do you imagine he is using for a weapon? Please do both extremes * Wide open ZZZ carrying massively illegal hardware * after a pat down on a AAA street corner Also denote the costs in ammo. For the mage, we can deduct 50 nuyen per scene for the eventual first aid. BlueMax |
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Jun 25 2010, 07:19 PM
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#144
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
You're kidding right? The Sammy could do it with an assault rifle firing APDS in 4 long bursts, 280 nuyen in ammo. There are numerous options for concealing an assault rifle, but I have to ask how the hell are you being patted down when on a shadowrun? Alternatively why do you feel the need to destroy a citymaster when you're out clubbing?
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Jun 25 2010, 07:30 PM
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#145
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 |
When you say the Sammy could have pulled off the same thing, what do you imagine he is using for a weapon? Please do both extremes * Wide open ZZZ carrying massively illegal hardware * after a pat down on a AAA street corner Also denote the costs in ammo. For the mage, we can deduct 50 nuyen per scene for the eventual first aid. BlueMax Well technically a rating 4 power focus probably raises some alarms as well so before it is masked you can have trouble, but even without that I'm rolling 16 dice. And for the record there was no multicasting. The issue was 2 citymasters in a combat turn. I had 4 passes, 4 spells 1 for each pass and 2 citymasters blew up. Most Sams can not pull this off because they don't carry around the artillery to do it. Mages are always have heavy weapons on them. And yes a Sam can obliterate a guy just as well as a powerbolt. But a Sam can't handle the same range of threats, and the same numbers of threats easily. For the same drain as a powerbolt I can stunball a big ass group of people down. And again this is stuff you have with you at all times. I am sure if a Sam is loaded for biodrone drop bears he can handle a lot as well but how often are you geared up like that? But then when it comes time to help the entire party sneak, the Sam is doing nothing, when we need to probe a mind the Sam is doing nothing, when we need to run at mach 4 the sam is doing nothing, when we need fly across a gap the sam is maybe slowly setting a rope and hook, when we need to poof heal the party nback to full health the Sam ends at first aid skills, and the mages versatility hasn't ended in the pure magic arena yet. And the mage can still hack, shoot, rig etc. |
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Jun 25 2010, 07:34 PM
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#146
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,431 Joined: 3-December 03 Member No.: 5,872 |
You're kidding right? The Sammy could do it with an assault rifle firing APDS in 4 long bursts, 280 nuyen in ammo. There are numerous options for concealing an assault rifle, but I have to ask how the hell are you being patted down when on a shadowrun? Alternatively why do you feel the need to destroy a citymaster when you're out clubbing? Highly unlikely. A Sam would need 11 net hits with APDS ammo to have a chance to scratch a citymaster with an assault rifle. And the citymasters were being rigged so good luck getting any net hits unless that was a wide burst. And while if you are assaulting an X yeah you might have an assault rifle, you can't exactly conceal them while walking down the street. Even a SMG would be hard to conceal from anyone who is trained. Edit to add: In a AAA neighborhood you get patted down if you look suspicious in the slightest. Also in this case we were conning our way through security and the con failed after we were inside or maybe as soon as we tried it and they let us in to trap us, as a player I don't really know end result we had to shoot our way out. You don't really take your anti vehicle missiles with you on a con unless you are impersonating arms dealers. |
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Jun 25 2010, 07:39 PM
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#147
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Moving Target ![]() ![]() Group: Members Posts: 158 Joined: 27-January 10 Member No.: 18,083 |
Let's get some comparative numbers out here because the gut feeling thing is getting dumb. A combat mage rolling 18 dice (6 skill, 6 magic, 2 specialty, 2 mentor, 2 power focus) throws a Force 9 (for drain purposes) Powerbolt at a NPC, who we'll say has Body 3. Assume 6 successes for the mage, 1 for the grunt, 5 net hits and the NPC takes 14 DV physical damage and explodes into red mist. The 9 force results in 5 Drain to be resist by a 12 dice pool (say logic 5, willpower 5, fetish 2) and the average 4 hits have the mage taking 1 physical hit. A gun bunny rolling 19 dice (6 skill, 2 specialty, 9 attribute, 1 smartlink, 1 Reflex Recorder) fires a called shot (-4 dice +4 DV) with his Pred filled with EX-Ex (6 DV -2 AP) at the same NPC who we'll say has Body 3, Reaction 6 and Dodge 6, and he goes on Full Defense. According to the skills chapter, this is the Micheal Jordan of Dodging working as a guard or whatever. He's also wearing his 14R full body armor and helmet with 12 ballistic armor. Assume 5 successes for the gun bunny and 4 for the NPC, then 11 DV of damage vs. 10 modified armor + 3 Body, averaging 4 hits for the NPC who then takes 7 Physical Damage. Since this was a simple action the gun bunny fires again and does 14 DV physical damage and the NPC's brains are splattered against the wall. First off, you can't do two called shots in a round. In fact, if you perform a called shot you can't take any other shots in a round (EDIT: I misread the FAQ on this you can take a normal and a called). Now, by RAW (I haven't seen any errata) the mage can actually cast multiple spells at the same target without needing to split the dice pool (the description of multiple spellcasting says for each target... not each spell cast). Most games people still split the pool though. Either way, the mage can hit multiple targets unlike the street sam with a called shot. Also, something as simple as Mob Mind can take out an entire group of fully chromed street sams without much difficulty - the player street sam won't be nearly as well off against a group of guys like him. |
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Jun 25 2010, 07:44 PM
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#148
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,190 Joined: 31-May 09 From: London, UK Member No.: 17,229 |
Since this was a simple action It was not. Called shot takes a free action so it can only be done once (is multitasking still around? Now that would be useful (IMG:style_emoticons/default/cyber.gif) ). The second shot has a modified DV of 8 (-4 raw damage and 1 more net hit compared to your example). After soaking, the grunt suffers 4S and is still standing. EDIT: beaten to it (IMG:style_emoticons/default/frown.gif) But I don't think you have to take aim before calling a shot. Maybe you are refering to this line: QUOTE ("SR4A @ P.161") A character can aim (see Take Aim, p. 148) and then call a shot at the time of the attack. All I understand is that calling a shot does not break the aim chain. |
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Jun 25 2010, 07:49 PM
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#149
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 21-June 10 Member No.: 18,737 |
QUOTE Highly unlikely. A Sam would need 11 net hits with APDS ammo to have a chance to scratch a citymaster with an assault rifle. And the citymasters were being rigged so good luck getting any net hits unless that was a wide burst. And while if you are assaulting an X yeah you might have an assault rifle, you can't exactly conceal them while walking down the street. Even a SMG would be hard to conceal from anyone who is trained. Just put it in a bag to conceal it when walking down the street, heh. I'm not that well versed in firearm combat but AFAIK the vehicle is rolling Reaction + Handling, getting net hits seems pretty simple, the biggest obstacle here is all the various recoil reducing accessories since a long burst is -9 dice +9 DV, but there are enough of them to make this, upon cursory inspection, quite feasible. The 15 DV -6 AP per IP is serious damage, 18 body 20 armor would be a 33 dice pool, 8 hits if you just buy them at 4 a pop instead of rolling that many dice, 7 damage taken. Edit2: Ah I see the confusion, I meant a Full Auto Burst not a Long Burst. Which an Assault Rifle can still do. Deferring to Mr. Unpronounceable with regards to long burst feasibility, although upon cursory inspection that too will work out. Edit: Let me spell out the dice pool so you can check the mechanics here too, but a 19 Dice (6 skill, 2 specialty, 9 attribute, 1 recorder, 1 smartgun), -9 Dice for full auto burst, means 10 dice against 5 (6 reaction, -1 handling) for the Citymaster, you're definitely going to hit him. And that's with no recoil compensation. Areas Alpha is 6 DV -2 AP base, APDS is -4 AP, Full Auto Burst is +9 DV, it holds 42 rounds so you have the ammo, so 15 DV vs. 14 Armor means you're doing damage. Body 16 (not 18 as was mentioned above, oops) + armor 20 (modifed to 14) damage resistance means a 30 dice pool. You'll do 8 damage per complex action if the GM doesn't bother rolling the body + armor dice and just buys it and about 5 damage per complex action, on average, if he rolls them all out. That vehicle is going down, 140-280 nuyen in ammo. Regarding one called shot a round, my mistake but you should definitely still go with free action -> called shot for one of the two shots because trading Dice for DV on a 1:1 basis is incredibly efficient. It and bursts are pretty crazy mechanics for firearm users. If you really want I'll put a Burst Fire weapon in there because you can do multiple bursts in a round. |
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Jun 25 2010, 08:03 PM
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#150
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Moving Target ![]() ![]() Group: Members Posts: 829 Joined: 26-February 02 Member No.: 770 |
Highly unlikely. A Sam would need 11 net hits with APDS ammo to have a chance to scratch a citymaster with an assault rifle. And the citymasters were being rigged so good luck getting any net hits unless that was a wide burst. And while if you are assaulting an X yeah you might have an assault rifle, you can't exactly conceal them while walking down the street. Even a SMG would be hard to conceal from anyone who is trained. Er. No...7 base damage -2AP, -4AP = a whole 3 net hits required to "scratch the citymaster." A long burst doesn't help bypass the armor, but once it does, that +5 damage more or less counters the entire body roll of the van. Assuming the above, you need, on average, to do about 32 damage between two long bursts to take down a citymaster. i.e. about 4 net hits per burst. Which you can do in one round. Without splitting dice pool. Not all that difficult, really. Easier than the 5 hits you need to do the same with "overpowered" magic's split dice pool, anyway, with the bonus of not suddenly dropping to NO damage if you rolled slightly poorly. |
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