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> Do awakened characters outshine unawakened?, Split from "Problem with the Magic Attribute"
Machiavelli
post Apr 20 2011, 09:54 AM
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I would say yes. Magic Characters outshine mundanes at equal levels of karma.
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Scyldemort
post Apr 20 2011, 09:55 AM
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Assuming someone looking for the cyberadept doesn't just use spirits. Even a Force 6 spirit has at least 12 dice for assensing. That's pretty easy to achieve.
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Doc Byte
post Apr 20 2011, 11:14 AM
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QUOTE (Scyldemort @ Apr 20 2011, 11:36 AM) *
As far as I know you cannot mask ware. Also note that Masking uses Intuition + Magic + Initiation Grade vs Assesning + Intuition. With a magic attrinute of 1 or 2, good luck with that.


Last time my cyber-mage got assensed, the other mage saw a mudan with essence 2 but no ware thanks to high-grade ware. (No cyberware below beta-grade and no bioware under alpha-grade.) Fortunately he didn't mistake me for a vampire. (IMG:style_emoticons/default/biggrin.gif)
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Mäx
post Apr 20 2011, 11:23 AM
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QUOTE (longbowrocks @ Apr 20 2011, 08:46 AM) *
Can someone come up with a MysAd optimised for damage using sniper rifles on 400 BP? You should leech every point of dice pool or DV you can out of the rules, including edge. Don't bother spending on any defense, and show how many BP you used. If I can't think of a competing mundane sniper build, It'll at least give me something to think about.

Elf mystic adept:
stats:
Magic 5 (4) split 2 and 2 40BP
Agility 9(13) 75BP

Qualities:
Mystic adept 10BP
Surge class 2 10BP
Restricted gear*2 10BP

Surge qualities:
Metagenetic improvement agility

Skills:
Longarms (sniper rifles) 6(+2)
spellcasting (detection) 4(+2)

Adept powers:
Improved ability Longarms 3

Recources 32 BP
Ware:
alphaware Muscle toner 4
Genetic optimization agility
Cyber eyes with smartlink

Gear:
Barret with smartlink

Magical gear:
Force 3 detection spell sustaining focus 3BP to bond

Spells:
Enchance Aim 3BP

257BP used

Dice pool to shoot the barret = Agility 13 + longarms 9 + spec 2 + smartlink 2 = 26 dice
And thanks to the force 3 enchance aim spell in the sustaining focus with 3 hits, no range penalties at any range without needing to take aim action.
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Rasumichin
post Apr 20 2011, 12:00 PM
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QUOTE (Scyldemort @ Apr 20 2011, 09:55 AM) *
Assuming someone looking for the cyberadept doesn't just use spirits. Even a Force 6 spirit has at least 12 dice for assensing. That's pretty easy to achieve.


Yeah, spirits are pretty impressive at astral security.
Reliably finding bioware, delta-grade cyber and masked mages comes in handy, and i am actually assuming that really high-ranking targets (megacorp CEOs, heads of the more important states etc) have a spirit at hand just to scan people for ware and magic.

But most of the time, it's not that hard both for mundanes and mages to hide their powers.
Force 6 spirits are something a mediocre mage better shouldn't mess with, and i'm assuming that most mages out there are rather mediocre.
When we're talking about awakened characters, we are always assuming optimized player character standards.
In fact, there should be a pretty large number of lower-powered awakened among NPCs, people with Magic 3 or 4 and few to no abilities with direct combat applications. People like the occult investigator archetype.
When you manabolt people left and right while your Force 6 spirit wreaks havoc, you are as much ahead of the average Awakened character in the 6th world as a sammy who is one-hitting 6 targets a turn is ahead of the average beat cop.


Oh, and one more thing to add to the general discussion :
A team where the mage buffs the sams will usually outperform a team where the mage buffs himself.
For theoretical optimization purposes that are limited to a single character, the gun mage will beat the sam.
But he couldn't beat an optimized street sam with magical support. That guy would have access to most of the tricks a gun mage has access to (Enhance Aim and various other buff spells like Combat Sense, possession by Guardian Spirits etc), but would have way higher base stats, better damage-soaking abilities, much more points for combat skills in the first place etc.
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Yerameyahu
post Apr 20 2011, 01:04 PM
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QUOTE
By that logic, a hacker can just accumulate 30 Karma and buy the Magician Quality. Now he can easily do all the things a mage can do, plus all the unique hacker tricks. You could say "But now he's a mage
He can't. And yes, I would say 'now he's a mage'… cuz he is. There are no unique hacker tricks. Everyone in SR4 can be (should be!) part hacker.
--
QUOTE
The mundane took exceptional attribute for 20 BP, and hawkeye for 5, then added 2X restricted gear to start with rating 4 muscle toner and the barett.
As Irion explained, longbowrocks, you're looking at 0 Karma comparison in the same thread you specifically asked for 'few hundred karma' comparisons. (IMG:style_emoticons/default/smile.gif) The mage (/awakened character) can get the same 'ware and gear as the sniper. (You may recognize this as the general rule I asked you to repeat. (IMG:style_emoticons/default/biggrin.gif) )
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Irion
post Apr 20 2011, 01:14 PM
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QUOTE
Force 6 spirits are something a mediocre mage better shouldn't mess with, and i'm assuming that most mages out there are rather mediocre.

Sorry, but this is not only true for medicore mages.
With magic 6 and summoning 6 you would have less than a 50% Chance of success (no edge use of the spirit). And if he fails he lost 6 hours and materials worth of 3000 nuyen. (If you failed big time you may knocks yourself out)

This is not cheap at all. It gets better if you have positive BC and some Foci. But these you need to have first. And it is still 6 hours.

QUOTE
In fact, there should be a pretty large number of lower-powered awakened among NPCs, people with Magic 3 or 4 and few to no abilities with direct combat applications. People like the occult investigator archetype.

The hole magic system is kind of strange in this aspect. On the one hand magic 6 is seen has high. On the other hand there is no problem with some (not the immortal elf, Dragon etc kind of) NPCs having a magic of 11 and skills of 6.
You got speacial Forces with skills and attributes around 3 and 4 but some prisonguards with 6.
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Tymeaus Jalynsfe...
post Apr 20 2011, 01:33 PM
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QUOTE (Seerow @ Apr 19 2011, 10:46 PM) *
Re: The Feywear, what exactly is the point of it?

It lets you get a positive quality put into your clothes, but you have to pay a ton of money AND karma for it... where (unless this was also erratad out in a newer version of the book) you can just gain new positive qualities by paying that same amount of karma. Yes, the book says the GM should award the qualities where they make sense blah blah, but Attitude also says that the GM should consider the impact that feyweave will have on his game before allowing a character to get it, so you're having to go through the GM in either scenario to get the quality... it's just with this you have to be wearing specific clothes and pay a bunch of money on top of it.


My guess would be that the Feywear and the Magic Resistant Quality would stack. Don't know, though, as I have yet to get Attitude.

QUOTE
As to the actual topic: The biggest complaint I have with magical characters is that they do have so much that can't be replicated. As a couple other people have said, there is no concept in the game that couldn't be made better with a splash of magic added to the character for that little extra edge. How much magic you want will vary from character to character, but having magic is always going to be strictly better than not having magic. It also doesn't help that you can't pick up magic post character gen, so if you think there's any chance your character will want some form of magic to complement his skillset somewhere down the line, you want to have at the very least one of the awakened qualities, and just enough magic to not be burnt out with whatever wares you want.


This is False. You can purchase Latent Awakening, and pick up Magic later in the game. I have even heard of some GM's allowing the purchase of Magic after play starts without having the Latent Awakening Quality. Post Character generation, this does cost an amount of Karma, but it is also a viable solution.

QUOTE
Some things being exclusively magic is okay. Indeed, it's even expected. After all, what kind of mundane effect could turn someone to goo? Or take over someone's mind? But on the other hand, if that's the way it is, you should have more things that are unique to mundanes, and possibly limit the stacking between similar mundane/magical things. After all, why be a Mundane face and just have Tailored Pheromones, when I could be a Mystic Adept Face, who has Tailored Pheromones, Kinescis, Imp Social Skill, Commanding Voice, Cool Resolve, and the ability to cast Increase Attribute (Charisma)? Yes, you probably won't be able to do all of that at character creation, but you could do most of it, and could have all of it within 50-100 karma.


Well...
PAB Programming will allow you to take over someone's Mind, creating a Manchurian Candidate.
Turn to Goo is just a Grenade or two applied in an enclosed Space (IMG:style_emoticons/default/smile.gif)

And not everyone wants to play a Magically Active character. There ARE drawbacks to playing such a character. I am sure that I do not have to go over those again here, as everyone knows those drawbacks.

QUOTE
I mean, even a hacker/rigger benefits from dipping into being an adept. You get a couple of cool initiation powers that can help out, and imp tech/vehicle skills to bump your skills above the natural maximums.


Hacker/Riggers are better as Technomancers than they would be as a Mage. Of course, The Hacker I play (A Massively modded CyberLogician) still often runs rings around the Technomancer in the Group. There are things that he does better (Spooof comes to mind, since that is his specialty), but when Hacking, The CyberLogician often finds and hacks the systems long before the technomancer does. His only Benefit is that he can Thread CF's to 14 when he really wants a High Threhold Cap, where I have to Use Edge. (We use the optional rule of Skill + Attribute, capped by Program/CF Rating). A Mage will never outshine the Hacker, though an Adept might come close.

QUOTE
Mages themselves are a different story. They're far less dippable, so they don't scream "take this to help out any possible build ever!", but they are still very strong in their own right. While they can be used for complementing other roles (again, the Increase Attribute spell is amazing and is the only way to boost several stats outside of drugs, and there's several spells that support stealthing, gunslinging, etc), Mage's really stick out moreso in what they can do on their own. Their counterspelling is pretty much the only thing that will keep their team as a whole standing when facing other mages, since direct spells have no mundane way to protect against except for very expensive qualities. They can basically spam stunbolt/stunball/manabolt without much fear of drain at all. They can maintain 4 initiative passes with a single spell (can use a force 4 sustaining focus which is relatively cheap to keep it up cheaply). They can turn people to goo, stone, or animals, their pick. They can turn themselves into a critter and wade into melee (not that this really has any benefit in shadowrun, but it is possible, and is an easy way for mages to overcome their typical physical weakness). They can turn invisible and fly. About the only thing a mage can't do is teleport/time travel. The majority of the things listed are things that mages are typically capable of doing competently starting at character generation.

Drain, the mage's intended limiting factor, is pretty easily negated. Between Increase Attribute, and Centering (most mages' first metamagic), and a Centering Focus, it's not really out of the question for a mage to be able to just shrug off drain values as high as 6-8 even at relatively low karma levels. Even a starting mid-op mage should be able to shrug off 4, which covers most force 5-7 spells. With higher karma levels (ie the 400ish karma discussed in this topic) 40 or so drain resist dice isn't out of the question.

And this doesn't even touch on spirits, astral perception, or astral projection, all of which are pretty closely hoarded by the mages, and made prohibitively costly for other characters to touch. (Seriously, a full power point for astral perception? That's ridiculous). These are things that for the most part nobody else has an equivalent to, and Mages give up next to nothing for access to it.


Anyway, at this point I'm more or less rambling, so I'm going to shut up and go to sleep now.


And yet, the mage has to worry about such things as Background Count, Wards, and Other Astral Threats. Where the Mundane could care less. Want to pass through a ward undetected, the mage better shut down ALL of his magic (or hope that his Masking is up to the Task). Sucks to have to recast those things all over again. Especially in the middle of an intrusion. And how often does the mage have all the time in the world to Cleanse or remove all of his spell signatures, throughout the facility? in a run and gun game, he is likely to leave spell signatures all over the place for the opposition to find later. Again, Mundanes just toss the weapon and move on. Kind of Hard fo the mage ot do that.

Yes, Mages are Powerful, and yes, they are very versatile. Can they outshine the Unawakened? Yes, if the GM is not on his game, they can indeed. Is it a forgone conclusion? I do not think so. It takes a very large amount of karma for a Mundane to have nothing else to spend on, Skill and Attribute Caps notwithstanding. The Mage will likely spend all of his karma on magical increases of one type or another. The balance is not as slim as it seems.
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Tymeaus Jalynsfe...
post Apr 20 2011, 01:40 PM
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QUOTE (Seerow @ Apr 19 2011, 11:38 PM) *
We're talking about a 400 karma character to get to the 40 dice pool. I was thinking something like a grade 10 initiate (which is 163 of the 400 karma), with a say moderate force 6 Centering Focus (36 more karma), and a quickened Imp Attribute Logic/Willpower (force 5, getting both stats to the 9 maximum) is up to 206 karma spent, and has 34 dice to throw at drain resist already. Bumping that focus up to Force 12 (we can have up to force 30 in foci bound, more if magic gets raised above 6 at all) it gets the 40 I specified, but that's investing pretty heavily. Udoshi listed plenty of other ways to resist drain further without needing such a high force foci, but most don't actually add to the dice pool, but rather just lets you shrug off drain.


And at that point you are not really better than a starting mage who has 12 Drain Dice. You have yet to increase any Magic, buy any new spells, purchase any Sustaining Foci, raise your casting Skills, or anything else that would make a good mage excel at his job. But you can sure soak that Drain down. Get real here Seerow. What you are proposing is not a true, viable character in the game world.

QUOTE
The quickening is pretty rough if your GM is prone to dispelling. If that's the case you can instead opt towards sustaining foci (again counting towards that max force though), or quickening it at a much higher force. For example overcast to force 10 and put in the doubled karma, and roll 26+ (the + being any extra magic or power focii) dice on any counterspelling test, and make the person attempting to dispell it most likely have to eat physical drain with most likely far fewer dice to resist than you. (actually at force 10 it's still only 3 drain, so bump that overcasting on up to say force 16, making the drain 6P, something you can shrug off easily, but anyone looking to dispell you will likely need to worry about. And after eating a few points of physical drain without getting any net successes towards dispelling, most people will just give up and try another tactic)


Any good Ward will take down a Quickened Spell more often than not (Happened a few times in our game at least), and that does not require any dispelling. Yes, you may be able to pass thorugh the Wards with Masking and Extended Masking metamagics, but then again, you may not. Are you willing to take that chance with high karma quickened spells?
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Tymeaus Jalynsfe...
post Apr 20 2011, 01:59 PM
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QUOTE (Scyldemort @ Apr 20 2011, 03:25 AM) *
Street Magic, pg. 53:
"Adepts may learn Divining, Psychometry, and Sensing, as well as the exclusive metamag-ics of Adept Centering, Attunement (Animal and Item), Cognition, Empower Animal, Infusion and Somatic Control, which are available only to adepts and mystical adepts."

So about those Adepts with Aura Masking... (IMG:style_emoticons/default/nyahnyah.gif)
Yeah, mystic adept can take it. Still had to be said. Note that mystic adepts are the redheaded stepchildren of the awakened world. "Hey kids, want to be bad at spellcasting and have subpar physical abilities at the same time? Now you can!"


False...
You forgot to look at the Main Book.
QUOTE
Page 198. SR4A...
Note that adepts can only learn the metamagic techniques of Adept Centering, Centering, Flexible Signature, and Masking.


The above techniques are in addition to those in Street Magic. Any Advanced Techniques relying upon the Metamagics an Adept can Learn, can also be learned by an Adept. So Advanced Masking would work as well, though it is only useable with Weapon Foci, of course.

And... Mystic Adepts have the best of both worlds, though they will be slightly less powerful than a pure Adept or Pure Mage. You really should try such characters before panning them as ineffective.
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Irion
post Apr 20 2011, 02:15 PM
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@Tymeaus Jalynsfein
QUOTE
Any good Ward will take down a Quickened Spell more often than not (Happened a few times in our game at least), and that does not require any dispelling.

How is that?
I mean you only quicken spells with a Force greater 6. First to get them a bit resistant to BC. Whats the point of an increased reflex 4 Spell if you get down to a slaughter house and you drop from 4 IPs to 2 or even one.
So a ward would have to compete against 6*2+6 (Karma) =18 dices. Here you would need a least force 5 to stand a chance. (As a matter of fact, the rules are not clear on what happens if both score the same amount of hits)
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Rasumichin
post Apr 20 2011, 02:17 PM
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QUOTE (Irion @ Apr 20 2011, 02:14 PM) *
Sorry, but this is not only true for medicore mages.
With magic 6 and summoning 6 you would have less than a 50% Chance of success (no edge use of the spirit). And if he fails he lost 6 hours and materials worth of 3000 nuyen. (If you failed big time you may knocks yourself out)

This is not cheap at all. It gets better if you have positive BC and some Foci. But these you need to have first. And it is still 6 hours.


That's for binding. Binding a spirit is a way bigger deal than just summoning it, your limit for what you can pull off is going to be much, much higher if you ask for just one day of service.
For my starting mages, it never was a big deal to summon F5 or 6 spirits, at least as long as i had a mentor bonus for them and the PC was geared towards summoning. But binding them wasn't something to be taken lightly. The dain from that alone is prohibitive.

QUOTE
The hole magic system is kind of strange in this aspect. On the one hand magic 6 is seen has high. On the other hand there is no problem with some (not the immortal elf, Dragon etc kind of) NPCs having a magic of 11 and skills of 6.
You got speacial Forces with skills and attributes around 3 and 4 but some prisonguards with 6.


That's not as much a problem of the magic system as it is a problem of different writers having different standards for what constitutes competence.
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Irion
post Apr 20 2011, 02:40 PM
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@Rasumichin
QUOTE
For my starting mages, it never was a big deal to summon F5 or 6 spirits, at least as long as i had a mentor bonus for them and the PC was geared towards summoning.

Summoning beeing to easy is an other thing to be considered.
QUOTE
That's not as much a problem of the magic system as it is a problem of different writers having different standards for what constitutes competence.

Well, all other skills and attributes are "limited" in some way. Magic is not.
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Tymeaus Jalynsfe...
post Apr 20 2011, 02:45 PM
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QUOTE (Irion @ Apr 20 2011, 08:15 AM) *
@Tymeaus Jalynsfein

How is that?
I mean you only quicken spells with a Force greater 6. First to get them a bit resistant to BC. Whats the point of an increased reflex 4 Spell if you get down to a slaughter house and you drop from 4 IPs to 2 or even one.
So a ward would have to compete against 6*2+6 (Karma) =18 dices. Here you would need a least force 5 to stand a chance. (As a matter of fact, the rules are not clear on what happens if both score the same amount of hits)


Ties always go to the Defender (unless it is a touch attack). In this case. the Ward. Wards do not require the benefit of a BC to take down a spell. I have run into Force 6-18 wards in our game, dependant upon where and what we were doing. I have set Force 10 Wards in game. Our Good mage sets wards ranging from Force 9-14. By the time that you are Quickening Force 6+ Spells, you are generally running against targets that have Wards capable of dropping those Spells. And since it is a contested roll, Spell vs. Ward, you cannot even really spend Edge to boost it (the spell is its own entity after all). Are you willing to risk 12-18 karma or so that you are going to win out against every Ward that you come across? I am not. At least not when I can just purchase a Sustaining Focus instead.
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Irion
post Apr 20 2011, 03:06 PM
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QUOTE
Ties always go to the Defender (unless it is a touch attack). In this case. the Ward.

The defender would be the spell. He is the one getting disrupted.

QUOTE
I have run into Force 6-18 wards in our game, dependant upon where and what we were doing.

A Force 18 Ward needs 18 hours to be set up and everyone has to resist 18 Points of drain. Thats deadly.

QUOTE
And since it is a contested roll, Spell vs. Ward, you cannot even really spend Edge to boost it (the spell is its own entity after all).

This I do not know. Because you as a player are rolling the test so you may spend edge on your test.

QUOTE
At least not when I can just purchase a Sustaining Focus instead.

Thats getting a bit expensive if you are talking force 8 to 10 spells.
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KCKitsune
post Apr 20 2011, 03:08 PM
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QUOTE (Doc Byte @ Apr 19 2011, 08:01 PM) *
Hits are capped at 5 (magic) anyway. And there are more useful spells than combat spells, no question.

Hence the only combat spell my character has is Stunbolt. It's a really good spell for taking out spirits. Everything else can be done better with a gun. For those pesky drones... MGL-6 with high explosive grenades FTW. No Drain, no beating OR, no Astral Security screaming down on me.


QUOTE (Yerameyahu @ Apr 20 2011, 08:04 AM) *
Everyone in SR4 can be (should be!) part hacker.

If you look at the character I posted. I spent quite a bit of cash on his commlink and the programs. Yes I didn't buy the full up programs, but getting those as Warez is pretty easy... especially if you have any skill or a hacker buddy that you trust.


QUOTE (Irion @ Apr 20 2011, 09:15 AM) *
@Tymeaus Jalynsfein

How is that?
I mean you only quicken spells with a Force greater 6. First to get them a bit resistant to BC. Whats the point of an increased reflex 4 Spell if you get down to a slaughter house and you drop from 4 IPs to 2 or even one.
So a ward would have to compete against 6*2+6 (Karma) =18 dices. Here you would need a least force 5 to stand a chance. (As a matter of fact, the rules are not clear on what happens if both score the same amount of hits)

This is the reason why my Combat Medic Mage has Synaptic Booster 1 and if I play I plan on getting Beta grade Synaptic Booster 2. Yeah 3 IP is not enough to keep up with the wired-to-the-max Sammy, but still good enough as to not be a liability. It also means that I don't have waste time to cast that initiative booster. Also I know that the Synaptic Booster ALWAYS works.
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Tymeaus Jalynsfe...
post Apr 20 2011, 03:17 PM
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QUOTE (Irion @ Apr 20 2011, 09:06 AM) *
The defender would be the spell. He is the one getting disrupted.


No, teh defender would be the Ward, as that is what is being penetrated.


QUOTE
A Force 18 Ward needs 18 hours to be set up and everyone has to resist 18 Points of drain. Thats deadly.


Only if you cannot take the Drain. Our exceptional Mage survived the 20 Boxes of Drain from Spirit Summoning. It can be done. Of course, Force 18 Wards are likely to be Physical Drain, but again, it just takes some forthought in how to establish the resistance of said Attempt.

QUOTE
This I do not know. Because you as a player are rolling the test so you may spend edge on your test.

I the player roll the test for the Drone that is being piloted by the Pilot, and yet I cannot add Edge. I would nopt allow it myself.

QUOTE
Thats getting a bit expensive if you are talking force 8 to 10 spells.

If you need 8-10 spells to be Quickened, you are likely already addicted to magic anyways. I have never had a need for more than 3-4 Foci. And it is FAR less expensive than having to renew your Quickened spells if, and when, they get disrupted. All it takes is ONCE for your 8-10 spells to be brought down and you will be useless for the runs it takes to gain the karma (18 x 8-10 karma) for the Spells you need to reestablish... Seems like the Foci are the way to go in my book.
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Mäx
post Apr 20 2011, 03:23 PM
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QUOTE (Tymeaus Jalynsfein @ Apr 20 2011, 06:17 PM) *
If you need 8-10 spells to be Quickened, you are likely already addicted to magic anyways. I have never had a need for more than 3-4 Foci. And it is FAR less expensive than having to renew your Quickened spells if, and when, they get disrupted. All it takes is ONCE for your 8-10 spells to be brought down and you will be useless for the runs it takes to gain the karma (18 x 8-10 karma) for the Spells you need to reestablish... Seems like the Foci are the way to go in my book.

Force 8-10 spells, not 8-10 different spells (IMG:style_emoticons/default/wink.gif)
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Cheops
post Apr 20 2011, 03:27 PM
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@Cyberzombies: It used to be insanely rare and a difficult procedure to get. With SR4 they made it just a matter of time before you get it so now there is nothing really stopping a PC. But back in the day you used to have to suck Lowfyr's cock before you could get the treatment. Now that Delta clinics are everywhere (there used to be 5 in the whole world) if a PC saves up the money I'd let him.

@ Detect Enemies: the reason it works in that situation is because Longbow was suggesting a straight up confrontation between the mage and the street sam. Thus even though the street sam hasn't seen the mage he has come looking for him with the specific intention of killing him. Thus he is an enemy.

@ The Matrix: Physad/MysAd hackers are actually pretty good hackers and are super coders. If you are making a non-0.01 Essence hacker you are usually better off playing a Physad. Magic and the Matrix actually gets even funnier if you GM is stupid enough to use the Logic + Skill capped by program optional rules instead of basic rules.

However, I will say that the Matrix is the one bastion of Non-Awakened characters in SR4. Unless like most of us grognards you consider Technomancers to be mages.
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Irion
post Apr 20 2011, 03:43 PM
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@Tymeaus Jalynsfein
QUOTE
And it is FAR less expensive than having to renew your Quickened spells if

Foki can be destroyed too. As a matter of fact it is quite easy. Depending on the foci a unwilling bath is enough to kill it. (A fireball would kill it anyway considering the barrier ratings)

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longbowrocks
post Apr 20 2011, 03:54 PM
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QUOTE (Yerameyahu @ Apr 20 2011, 05:04 AM) *
As Irion explained, longbowrocks, you're looking at 0 Karma comparison in the same thread you specifically asked for 'few hundred karma' comparisons. (IMG:style_emoticons/default/smile.gif)

Yeah, that's my eventual goal, but it's nice to start small, y'know. I wouldn't start a new thread just to ask the same question with 0 Karma instead of 200-300.
QUOTE (Yerameyahu @ Apr 20 2011, 05:04 AM) *
The mage (/awakened character) can get the same 'ware and gear as the sniper. (You may recognize this as the general rule I asked you to repeat. (IMG:style_emoticons/default/biggrin.gif) )

Well, as long as they have enough magic to avoid getting burned out.
I'm kind of avoiding this until I can think of something concrete that mundanes can do and mages can't. So far I'm stuck at:
  • Super cybering at creation (essence below 1).
  • Keeping up with mundanes in terms of gear, stats, and skills (same rate, but start out behind due to sinking BP into their quality and magic at creation).

I don't really think this is an impressive list though, and I know there's more in there if I just scour from page to page.

BTW: Thanks for the comparison Max. I haven't forgotten, and will get back to that later today.
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Cheops
post Apr 20 2011, 03:59 PM
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Despite what I said Longbow you really should add Matrix to the list of things non-Awakened can do better. An Awakened trying to be a hacker usually ends up a one-trick pony and surrenders that versatility we've been talking about. This is the main situation where a mundane ends up being more versatile than the Awakened (but not TMs).
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Seerow
post Apr 20 2011, 04:06 PM
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QUOTE
I'm a fan of the hawkeye quality, so let me fix that for you:
it reduces the range increment by one step, and gives you a bonus die for perception tests over a distance.


The hawkeye quality can be taken by anybody. I'm talking about the hawkeye spell. Though I apparently once again confused it with Enhance Aim. Though Hawkeye isn't bad for helping to spot that guy 5 miles away.

Enhance Aim (Passive, Directional)
Type: P • Range: T • Duration: S • DV: (F÷2)–1
This spell improves a voluntary subject’s aim. Each hit on the Spellcasting Test reduces the Range category for ranged attacks by one level, thus reducing range modifiers. Unlike image magnification, however, the subject does not need a Take Aim action to “lock onto” a target; the spell does that auto-magically. This effect is cumulative with other targeting devices, implants, and abilities (laser sights, scopes, smartlinks, Improved Ability adept power, etc.). The caster must touch the subject of the spell.

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KCKitsune
post Apr 20 2011, 04:12 PM
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QUOTE (Cheops @ Apr 20 2011, 11:59 AM) *
Despite what I said Longbow you really should add Matrix to the list of things non-Awakened can do better. An Awakened trying to be a hacker usually ends up a one-trick pony and surrenders that versatility we've been talking about. This is the main situation where a mundane ends up being more versatile than the Awakened (but not TMs).

Correct me if I'm wrong, but with 'trodes, getting Data Search, Hacking, Electronic Warfare & Cybercombat skills, and getting a good commlink, why couldn't a Mage hack as well as a hacker?

Are there skills that I am missing to make a good hacker?
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Irion
post Apr 20 2011, 04:17 PM
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@longbowrocks
Comparing a pure SAM to a pure adept, the Sam will be ahead for a long time.
(Maybe even forever)
But with the very soft rules on magic loss thorugh ware an adept is able to go both ways and gets the best of both worlds. Yes, he first has to pay to enter but it will pay out soon.

Mystic adepts only work if you allow certain "tricks" with adept powers.
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