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Mordinvan
post Jul 27 2010, 08:37 PM
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QUOTE (Darkeus @ Jul 27 2010, 12:02 PM) *
Never directly says Force of spells. Again, you can assume that this is true but by RAW it is really never given a specific answer. Plus that makes mystic adepts crazy.

I'll stick with the FAQ.

I think the Faq makes them borderline useless.
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Technowired
post Jul 27 2010, 08:40 PM
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QUOTE (Mordinvan @ Jul 27 2010, 08:37 PM) *
I think the Faq makes them borderline useless.



Considering that they can get an excess of 20 dice to resist drain irregardless of this ruling says otherwise.

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Karoline
post Jul 27 2010, 08:43 PM
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QUOTE (Technowired @ Jul 27 2010, 04:40 PM) *
Considering that they can get an excess of 20 dice to resist drain irregardless of this ruling says otherwise.


Hehe, irregardless...

Does this involve the use of attribute boost?
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Technowired
post Jul 27 2010, 08:44 PM
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QUOTE (Karoline @ Jul 27 2010, 08:43 PM) *
Hehe, irregardless...

Does this involve the use of attribute boost?



I believe so. Is there I something missed about boost attribute?
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Karoline
post Jul 27 2010, 08:47 PM
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QUOTE (Technowired @ Jul 27 2010, 04:44 PM) *
I believe so. Is there something missed about boost attribute?


No, I was just curious if that was how it was done or not, because I couldn't think of anything else from the adept line that would help with drain. I still don't really see 20+ dice though. 12 dice from charisma tradition with an elf, extra 2 dice from each stat with attribute boost is 16... restricted is an extra +2? Don't know where else the dice come from though unless you're sinking a ton of PP into attribute boosts, in which case you'll damage yourself from the attribute boost anyway, so makes no drain kinda pointless.
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Technowired
post Jul 27 2010, 08:50 PM
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QUOTE (Karoline @ Jul 27 2010, 08:47 PM) *
No, I was just curious if that was how it was done or not, because I couldn't think of anything else from the adept line that would help with drain. I still don't really see 20+ dice though. 12 dice from charisma tradition with an elf, extra 2 dice from each stat with attribute boost is 16... restricted is an extra +2? Don't know where else the dice come from though unless you're sinking a ton of PP into attribute boosts, in which case you'll damage yourself from the attribute boost anyway, so makes no drain kinda pointless.



Combination of that and talismans. So going off of a Human base line, How hard is it to do +3 to two stats to hit that 9 limit.
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Karoline
post Jul 27 2010, 08:58 PM
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QUOTE (Technowired @ Jul 27 2010, 04:50 PM) *
Combination of that and talismans. So going off of a Human base line, How hard is it to do +3 to two stats to hit that 9 limit.

You'd need at least 3 levels of improved ability (and 6 magic for average chance) for two stats, that's 1.5 PP and two sets of 3 drain resisted with bod/willpower. That's a fair risk of taking at least one drain damage, but that isn't so bad for 6 extra dice.

Should be noted that a human won't be able to get 6 in three stats at chargen though, so you're looking at 5 + 5 + 3 + 3 + 2 = still 18

I don't know of any talisman that give a boost to drain though, and in truth only 6 of these dice are coming from the adept portion of the MA, and given that it is costing 1.5PP and generally a box of damage, I'd say it is a fair trade off.
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Technowired
post Jul 27 2010, 09:02 PM
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QUOTE (Karoline @ Jul 27 2010, 08:58 PM) *
You'd need at least 3 levels of improved ability (and 6 magic for average chance) for two stats, that's 1.5 PP and two sets of 3 drain resisted with bod/willpower. That's a fair risk of taking at least one drain damage, but that isn't so bad for 6 extra dice.

Should be noted that a human won't be able to get 6 in three stats at chargen though, so you're looking at 5 + 5 + 3 + 3 + 2 = still 18

I don't know of any talisman that give a boost to drain though, and in truth only 6 of these dice are coming from the adept portion of the MA, and given that it is costing 1.5PP and generally a box of damage, I'd say it is a fair trade off.




Well for starters the Adept drain isn't coming until later...
so where does a 1 in every stat except for Magic, Your two casting stats, and body get you.
and I believe the understanding when this type of character was placed before me is that power foci are used for both. Also, apologies If foci aren't considered a talisman.
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Karoline
post Jul 27 2010, 09:10 PM
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QUOTE (Technowired @ Jul 27 2010, 05:02 PM) *
Well for starters the Adept drain isn't coming until later...
so where does a 1 in every stat except for Magic, Your two casting stats, and body get you.
and I believe the understanding when this type of character was placed before me is that power foci are used for both. Also, apologies If foci aren't considered a talisman.


Figured you meant foci, but foci don't help with drain at all (not since 4a). Lets see, 6 magic, 3 power foci, 5 willpower, 5 body, 5 tradition stat. That lets you max out both stats to 9 on average rolls, and take no drain from the boost on average rolls. Still only looking at 20 dice though, but you are up to 8 coming from being a mystic adept.
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Technowired
post Jul 27 2010, 09:15 PM
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QUOTE (Karoline @ Jul 27 2010, 09:10 PM) *
Figured you meant foci, but foci don't help with drain at all (not since 4a). Lets see, 6 magic, 3 power foci, 5 willpower, 5 body, 5 tradition stat. That lets you max out both stats to 9 on average rolls, and take no drain from the boost on average rolls. Still only looking at 20 dice though, but you are up to 8 coming from being a mystic adept.



Well I still feel that a 20 dice pool is excessive XD
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Smokeskin
post Jul 27 2010, 09:23 PM
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QUOTE (Mordinvan @ Jul 27 2010, 10:29 PM) *
If it has 'no effect' then why institute the rule? The point is, used wisely or not a standard minimum wage security guard should not be able to handle a spirit of force 6 or higher pretty much at all. Critters of that level need anti-material level fire power to deal with, which should NOT be coming out the end of a pistol, or even a SMG.


I have no problem with players overpowering guards by using actual tactics. I do have a problem with them (or their spirits) just being invincible while unnoticable (ie. the problem here is the mage can walk in anywhere and play havok, unlike other things that require anti-material firepower).

And critters of that level don't need anti-materiel level firepower, they just need SnS.

QUOTE (Mordinvan @ Jul 27 2010, 10:29 PM) *
Why shouldn't the spirit be hard to kill? What are they going to do? shoot it in the heart or brain? Drone have the 'effect' of hardened armor, what are you doing about that? Making drones susceptible to stun damage? If you don't want people carrying SnS for anti-spirit use, say what I do, if you want to harm something with a weapon, it should have a 'system' susceptible to the weapon in question, no nerves = no tazers, no atoms = no acids, can't feel pain = can't be stuned, etc.


Spirit's shouldn't be that hard to kill because they're a perfectly concealable weapon the mage carries with him everywhere. Drones with hardened armor can't be carried in your pocket, so they don't have to be vulnerable to small arms fire. SnS has more problems than anti-spirit use, they're generally overpowered (I have them -1DV 0AP).
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Mäx
post Jul 27 2010, 09:34 PM
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QUOTE (Karoline @ Jul 27 2010, 11:10 PM) *
Figured you meant foci, but foci don't help with drain at all (not since 4a). Lets see, 6 magic, 3 power foci, 5 willpower, 5 body, 5 tradition stat. That lets you max out both stats to 9 on average rolls, and take no drain from the boost on average rolls. Still only looking at 20 dice though, but you are up to 8 coming from being a mystic adept.

I had this nice post about how to get even more dice, when i remembered atribute boost is only for physical atributes, so mystic adept cant get anymore drain dice then a magian.
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Traul
post Jul 27 2010, 09:37 PM
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Isn't Attribute boost only for Physical traits? And fetishes give a +2 to drain resistance, but you are not able to cast without the fetish.

EDIT: damn, too slow (IMG:style_emoticons/default/frown.gif)
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Karoline
post Jul 27 2010, 09:42 PM
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Oh, right, forgot about the physical only. So yeah, I don't see how a MA gets any bonus drain dice over a full mage.
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Technowired
post Jul 27 2010, 09:45 PM
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QUOTE (Mäx @ Jul 27 2010, 09:34 PM) *
I had this nice post about how to get even more dice, when i remembered atribute boost is only for physical atributes, so mystic adept cant get anymore drain dice then a magian.



wewt?
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Mäx
post Jul 27 2010, 09:47 PM
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QUOTE (Technowired @ Jul 27 2010, 11:45 PM) *
wewt?

Atribute boost power is only for Agility, Body, Reaction, or Strength, so cant take it to help resist drain.
So mystic adepts dont get anymore drain dice then mages.
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Mordinvan
post Jul 27 2010, 09:49 PM
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QUOTE (Technowired @ Jul 27 2010, 01:40 PM) *
Considering that they can get an excess of 20 dice to resist drain irregardless of this ruling says otherwise.

If you munchkin the hell out of one yes. But if I munchin the hell out of a hacker I technically have access to a THOR satellite. Most are looking at ~12 dice to resist, and would have a magic of 2-3.
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X-Kalibur
post Jul 27 2010, 09:53 PM
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Of all the ways magic is broken, Mystic Adepts is more than definitely not one of them. You're a Phys Ad that can cast spells, summon spirits (maybe? I forget), and counterspell. You don't get Astral Sight unless you buy it with a PP, you don't get astral projection. Why bother gimping them further by killing the force cap on their spells when they already aren't likely to have as many spellcasting dice as a full mage in the first place?

The rules as interpreted (and that have stuck in SR4A, which means they supercede the FAQ) is that your full Magic Attribute applies to the max force of spells you can cast (in addition to the RAW stating it applies to the max rating for Adept powers).
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Mordinvan
post Jul 27 2010, 09:55 PM
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QUOTE (Smokeskin @ Jul 27 2010, 02:23 PM) *
Spirit's shouldn't be that hard to kill because they're a perfectly concealable weapon the mage carries with him everywhere. Drones with hardened armor can't be carried in your pocket, so they don't have to be vulnerable to small arms fire.


Uhmmm, kinda, I didn't need the drone in the building because it would often have weapons capable of firing 'through' the building. I'd usually have it on the rooftops of opposing buildings, and vehicle scale rail guns have a nasty habbit of killing a guard just as well as any spirit.
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Shinobi Killfist
post Jul 27 2010, 09:57 PM
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QUOTE (Mäx @ Jul 27 2010, 02:33 PM) *
Why would it need to, "for all other purposes" means exactly what it says, no need to get more specifig then that.
There nothing creative about that reading of the rules, the rules are ver straight forward.



Isn't that sort of the purpose of Faqs though. They give a general statement/rule. A player asks, hey does this general rule mean this. They say, doh we didn't mean for it to include that, so no.

This isn't a specific rule that is being contradicted it is a general all encompass style rule where you have to figure out what applies logically. The game designers seem to disagree with some players on what the outcome should be.

I'm not sure on the subject, Ive hated mystic adepts since the time they first appeared and wont play them. And I've never been in a game with them so I don't have any actual experience with them.

The FAQ ruling my eyeball estimate means that 3/3 style mystic adepts are utility spell casters with weak combat casting, and limited though decent phys adept power. So if you want to combat cast be more of a 5 magic/1 physical adept type. So you are roughly as good as the full mage at spell slinging, but weak with physical adept powers. And the 1m/5p types don't even really have much in utility since force 2 spells don't do much in combat, health, illusion etc. Ignoring the FAQ I'm not sure why you would do much other than 1m/5p though, sure you lose some dice but you still can throw force 12 spells and summon force 12 spirits, and a power focus make sup for a lot of those dice. Unless you are overly concerned with the GM implanting you with cyber against your will or something.

So balance wise I got no idea which is better. But the FAQ reinforces the idea that if you want to be good at magic or good at physical adepting you need to put the points into it.
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Shinobi Killfist
post Jul 27 2010, 10:02 PM
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QUOTE (Mordinvan @ Jul 27 2010, 04:55 PM) *
Uhmmm, kinda, I didn't need the drone in the building because it would often have weapons capable of firing 'through' the building. I'd usually have it on the rooftops of opposing buildings, and vehicle scale rail guns have a nasty habbit of killing a guard just as well as any spirit.



Wow, you play in totally different styles of games than me. Though drones capable of carrying vehicle scale rail guns should not be something you can sneak onto a different roof IMO.

Curious though what are the dice penalties for making that shot? Is the decker there physically and he is directing it somehow like a laser targeting to reduce the penalties etc.?
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X-Kalibur
post Jul 27 2010, 10:02 PM
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Ah, but you see, said Mystic Adept with 3/3 can use all 3 of his PP to buy Combat Sense at rating 6. You know, his full magic attribute, like the book says. It never explicitly states the highest force you can cast at is capped by your magic stat dumped in casting. It does state that the particular portion of it is an effective cap on dice pools. Again, the FAQ is known to have many incorrect and totally contradictory rule calls in it. SR4A does not include this FAQ clause in it and supercedes it's rulings.
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Mordinvan
post Jul 27 2010, 10:13 PM
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QUOTE (Shinobi Killfist @ Jul 27 2010, 03:02 PM) *
Wow, you play in totally different styles of games than me. Though drones capable of carrying vehicle scale rail guns should not be something you can sneak onto a different roof IMO.

Curious though what are the dice penalties for making that shot? Is the decker there physically and he is directing it somehow like a laser targeting to reduce the penalties etc.?

Converting from rigger 3, you can fit one on a steel lynx. So it wasn't all that hard. Put some stealth mods on a red ball express, and you're golden.
Generally the fire was directed by a rangefinder/inertialcompas/gps system from the Street Samurai's. They'd point, and click, and their 'laser sight' would registers its own orientation, position, and distance to target, relay that to the lynx, and a 20mm HV round would transect the specified coordinates in space. This sort of maneuver was usually reserved for when the shit had really hit the fan, or the wet work we were doing was specified to be 'messy'.
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Cabral
post Jul 27 2010, 10:13 PM
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QUOTE (Mäx @ Jul 27 2010, 02:33 PM) *
Why would it need to, "for all other purposes" means exactly what it says, no need to get more specifig then that.
There nothing creative about that reading of the rules, the rules are ver straight forward.

It would need to spell it out to demonstrate intent rather than oversight. (Oh, right... they can cast spells ... )

As far as Rob Boyle's email, no, it doesn't trump anything. RAW > FAQ > assertions of former developers. Erratq of course, changes RAW but until we see an errata (erratum?), let's celebrate that mystic adept are only sub-par.
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Karoline
post Jul 27 2010, 10:23 PM
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QUOTE (Mordinvan @ Jul 27 2010, 06:13 PM) *
Converting from rigger 3, you can fit one on a steel lynx. So it wasn't all that hard. Put some stealth mods on a red ball express, and you're golden.
Generally the fire was directed by a rangefinder/inertialcompas/gps system from the Street Samurai's. They'd point, and click, and their 'laser sight' would registers its own orientation, position, and distance to target, relay that to the lynx, and a 20mm HV round would transect the specified coordinates in space. This sort of maneuver was usually reserved for when the shit had really hit the fan, or the wet work we were doing was specified to be 'messy'.


You do realize that you'd be firing through at least 2 barriers to manage this, right? Possibly more depending on how many floors the two buildings have and what particular floor your on and where on the floor you are on. That becomes somewhat less impressive when the round dies out before it even makes it to the target.

Well, suppose it could be only 1, but only if you happen to be on a floor even with the roof of the adjacent building and happen to be right against the wall facing that particular building. I suppose it would also work if you were in a single floor building and the adjacent building was a skyscraper. Would also cause more collateral damage than is generally desirable on a run.
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