Do mages have it too easy?, They get new spells awfully quickly... |
Do mages have it too easy?, They get new spells awfully quickly... |
Sep 3 2003, 08:55 PM
Post
#101
|
|
Free Spirit Group: Dumpshocked Posts: 3,948 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 |
I thought a shaman could only set up his lodge in an environment appropriate to his totem. How many have jungle? 5%?
|
|
|
Sep 3 2003, 09:19 PM
Post
#102
|
|||
Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
I suppose you could interpret it that way, but that's not how our groups have interpreted it. Page 163 of SR3 (BBB) reads like this:
They differentiate clearly (IMHO) between Environment and Preferred Environment. There are only 2 Environments, Wilderness and Domain. Only 5% have a Preferred Environment of Jungle, sure, but any Wilderness Totem can (by our interpretation) have a lodge in a Jungle. Sphynx [Edit]Fixed Typos[/Edit] |
||
|
|||
Sep 3 2003, 10:21 PM
Post
#103
|
|
Moving Target Group: Members Posts: 555 Joined: 11-August 03 Member No.: 5,408 |
Mages grow faster with Karma, but they only advance in magic. So a mage with 6 spellcasting is pretty much always going ot have it. Granted they will be increasing in spells and such, but they wont be gaining skills or attributes. Skills and Attributes cost a ton, but Gear which is always needed costs money. While the mage is off spending karma on spells and initiation, the rest of the team should be buying toys to augment their performance.
As far as finding spell formual, remember that anything over force 3 is illegal, so its not like you can find a legit intructor for it. Anyways, if you want to slow down a mage, give less karma. YOu talk about spending 30 karma when it might take 10 runs to get that karma, in which case you arent evolving that fast anyways. Yes you seem to evolve faster, but you would still be on par with everyone else. Try playing in a game where the GM gives 1ky and 1 karma per mission |
|
|
Sep 3 2003, 10:32 PM
Post
#104
|
|
Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
I nearly choked when I read your dice stats, Sphynx ;) I thought I was pushing it when I learned a Force 20 spell. (Don't ask how long that took.)
One hopes that no critters in the jungle decide that parts of the shamanic lodge are tasty ... or that the magician is. Given starting PCs in the priority system, average starting attributes for the magician will be lower by at least 3 total (6 if either a power or weapon focus is taken): therefore the magician's starting BD - that thing used to resist damage - will probably be lower on average than that of mundane PCs. (The magician's starting skills will be lower by 10/16 for the same reason.) Fewer initial points ... a lag which, if it to be made up, will cost that much more karma. It's absolutely true that a magician has more options within which to spend karma. In an infinitely long game, the magician will be the most versatile PC. In a somewhat shorter game with a relatively strong sense of teamwork, a magician in a team is expected to spend that karma at least to some extent in ways that will benefit the team as a whole. Most likely, those ways will involve enhancing the magician's magic or spell repetoire ... which represents karma that will not be spent on making up the starting skill and attribute lag. How many people here have played in a campaign which has spanned more than five game-years? I didn't specify the type of rebounding wrt mistreating spirits of various types. To some extent, that's for the GM to decide, based on interpretation of various sections of the sourcebooks. Of course, one could always choose not to min-max allies and other spirits, and thus never to improve allies to a point where they actually run a chance of going free. No freedom, no consequences, right? Just one quick direct comparison: Offensive grenade: 10S damage, 30 :nuyen:, too common, 96 hours Powerball Force 10: 10S damage, 6S drain, 5000 :nuyen: , 10/72 hours |
|
|
Sep 3 2003, 11:06 PM
Post
#105
|
|||
Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
If several characters attempted it, each managing to roll 180 dice for their Sorcery skill every 20 days, they would average about 3 years each to learn the spell. How long did it take your character? |
||
|
|||
Sep 3 2003, 11:23 PM
Post
#106
|
|||
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Just a note that anything over the Force of 2 is illegal, and would require a permit to acquire legally. |
||
|
|||
Sep 4 2003, 12:30 AM
Post
#107
|
|||
Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
I see what you're driving at, but the balance comes at chargen. The rigger/decker/sam I suggested could be easily made using Resources A, Skills B, and Attributes C. A mage would have to use at least one of those priorities on magic, thus taking a hit in other areas. So, he's spent an "order of magnitude" to get those abilities. When covering all areas-- combat, intel, stealth, intrusions-- the super-versatile type would be at least equal to the mage for the most part. The mage does have some significant edges, but so does the rigger/sam. In intel, the mage will beat the cyberboy in anything astral; but anything technological, and the cyber will beat him hands down, every time. (Don't underestimate the information-gathering power of a decker.) In intrusions, the mage could have spells that will bypass cameras, but the techie will have the Electronics B/R skills to get the doors to open, and possibly even the ability to take control of a CCSS system. In stealth, the Improved Invisibility spell is quite powerful, but a rigger operating a stealth drone doesn't have nearly as much to worry him if he's caught. And in combat, well... riggers are the 800-lb gorillas of Shadowrun combat. Not only can they control a small army of drones, but they'll be packing AV munitions as standard-issue. Trying to hurt a drone with magic is problematic at best; but hurting a mage with a Great Dragon ATGM is no problem at all. While a mage can grow very powerful in Magic, if he chooses to grow in other areas, he won't advance any faster than anyone else would with the same amount of karma/cash. The mage needs karma to initiate, to raise skills and attributes, to bond foci, and possibly for an ally spirit. A mundane only needs karma to raise skills and attributes. Also, don't forget about Drain. While a mage's spells are a powerful edge, it's the only such edge that carries a risk of being hurt for using it. True, mages with Centering and a high willpower will be able to soak most Drain, but if they're sustaining a lot of spells, it becomes much harder to pull off. Realistically, I have a harder time controlling uber-sams and riggers than I do mages. Back in the days of 1st Ed, no matter what the opposition, a ripple of free-flight rockets would take it apart. If you want to limit mages, start enforcing the Background count rules more heavily-- as a battle progresses, the very violence and death of combat can easily cause a background count of 1. |
||
|
|||
Sep 4 2003, 12:44 AM
Post
#108
|
|||
Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
So of course the first thing (he? she?) does is ask ... One game year, almost exactly. The person who designed it for me was killing themself laughing by the end of it - we half-roleplayed the interval rolls. At least that time I wasn't learning it under SR2 rules with a Magic Theory of 2 ... How many people here use the Rule of 1? I'm asking because there seem to be quite a few people suggesting Force 1 spells. Every group I ever played in learned very quickly never to do that. |
||
|
|||
Sep 4 2003, 12:55 AM
Post
#109
|
|||
Senior GM Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Of course! You were just inviting it, weren't you? Regarding Force 1 spells, perhaps you're neglecting that a spellcaster rolls his/her Sorcery Skill to cast a spell, not the Force of the spell. The Rule of 1 rarely comes into play with a decent Sorcery skill. The Force affects not how many dice you roll, but typically either a limit on how beneficial the results might be or the TN for the resistance roll of the target(s). |
||
|
|||
Sep 4 2003, 01:13 AM
Post
#110
|
|
Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
On the subject of mistreating spirits, I only remember a little snippet in one of the earlier magic books. It was in the shadowtalk, someone describing an incident where someone had a low-force elemental manifest in a room, then grounded a spell (fireball or manaball, some such) through it and blasted everyone in the room (this was when you could ground spells through astrally active objects onto the physical plane, which was removed in Third Edition). A listener got very indignant, and said that the mage who did that would have a lot of problems getting elementals to mind him in the future. As far as actual in-game repurcussions:
Elementals, Zombies, and Watcher Spirits: none. They are not even particularly intelligent. Now, if an elemental becomes a free spirit, it might remember if it was mistreated. Zombies who become free spirits seem to bear enmity to their summoner no matter how they were treated. Nature Spirits and Spirits of the Elements: none. However, shamans always have to watch how the conduct themselves, because they can lose their abilities if they displease their Totem. Loa Spirits: They are far less controlled than other spirits, and a voudoun who mistreats the Loa is likely to lose his magical abilities. Ally Spirits: Even if they are kept too weak to break free, it is probably a good idea not to alienate them. They can probably do all kinds of subtle things to sabotage the plans of their master if they are mistreated. |
|
|
Sep 4 2003, 02:13 AM
Post
#111
|
|||
Moving Target Group: Members Posts: 214 Joined: 8-June 03 Member No.: 4,696 |
Actually, I seem to remember canon references to elementals sometimes following the letter of commands rather than the spirit, in apparently intelligent attempts to harm the conjurer within the bounds of their TOS. Not quite sure where, though. |
||
|
|||
Sep 4 2003, 02:49 AM
Post
#112
|
|||
Target Group: Members Posts: 37 Joined: 24-May 03 Member No.: 4,632 |
Sweet jebus are you right. We recently had a rigger (our first ever really) roll out Steel Lynx (? not sure if that's the name) drone, which proceded to kick the crap out of all all opposition. Mages, for all my bitching, are pretty easy to balance in a game: Step-up nuyen and magical opposition, cut down on karma, and change the cost of learning new spells (say, 2x force instead of force)... but Riggers.... Someone with more experience tell me, how do you deal with riggers dominating combat? I'm sure there are downsides and things to exploit against them, not sure what those are however. Curugul |
||
|
|||
Sep 4 2003, 02:58 AM
Post
#113
|
|
Moving Target Group: Members Posts: 119 Joined: 25-June 03 Member No.: 4,807 |
Im not veteran, and this advice probably wont help but its the first thing that came to mind...
...EMP!!! |
|
|
Sep 4 2003, 03:29 AM
Post
#114
|
|
Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Curugul: It's hard to balance riggers unless you really want to go into the minutae of the R3 rules, but Electronic Warfare can really ruin a rigger's day. Otherwise, just occasionally toss in situations where the Steel Lynx isn't as useful-- tight corridors, intelligent tactics, and so on. You can also use the Optempo and SOTA rules to keep them in check, over the long haul.
The thing I have the most trouble with is balancing the Great Dragon ATGM. With a relatively low availiability and low cost, plus an extreme effect, it makes mincemeat out of nearly everything. However, if you take it out, then riggers lose some of their ability to actually hurt an armored vehicle. Riggers *should* be equipped for vehicle-to-vehicle combat, but it's when the ATGM goes after soft targets that things get nutty. But seriously, I don't see mages as any worse than a rigger with an Ares Guardian or a Strato-9. Equip either of them with a few ATGM's, and they're a match for a combat troll on kamikaze. |
|
|
Sep 4 2003, 06:12 AM
Post
#115
|
|||
Moving Target Group: Members Posts: 488 Joined: 4-August 03 From: Amidst the ruins of Silicon Valley. Member No.: 5,242 |
Actually, the mages in the campaign I was playing in had very little trouble with them. They were, of course, all shamans. Summon nature spirit, spirit uses Accident power on drone, drone goes crashing into a nearby accident and gets wrecked quite quickly.... :S |
||
|
|||
Sep 4 2003, 12:34 PM
Post
#116
|
|||
Moving Target Group: Members Posts: 400 Joined: 26-February 02 Member No.: 825 |
The powerball's not even as effective as the grenade. It won't affect anything the mage can't see, and even worse, anything and everything the spell does affect is going to have the mage's astral fingerprints all over it. |
||
|
|||
Sep 4 2003, 12:55 PM
Post
#117
|
|
Moving Target Group: Members Posts: 174 Joined: 26-February 02 Member No.: 1,478 |
on the other hand, the powerball does 10S over its entire area of effect, whereas the grenade loses a point of power every meter or two. then, the grenade has a larger area of effect than most powerballs. but the powerball likely stages better, given that most spellcasters have 6+ dice for casting.
it's a tradeoff. i wouldn't define either as being "more powerful", only "more (or less) effective, given the current circumstances". |
|
|
Sep 4 2003, 01:10 PM
Post
#118
|
|
Moving Target Group: Members Posts: 400 Joined: 26-February 02 Member No.: 825 |
True, most people don't put a whole lot into Throwing weapons, but even with a skill of 4, you're still tossing 8 dice.
[edit] There's also the decent possibility that the grenade is at least going to score a Medium wound. The spell is an all or nothing deal. [/edit] |
|
|
Sep 4 2003, 01:43 PM
Post
#119
|
|||
Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
:D ... although not intentionally. Re Sorcery skill - did take that into account. Then again, most of the Awakened types in our games (except elemental and sorcery adepts) traditionally did not start with Sorcery 6. On average, those adepts tended to be much more powerful than the full magicians! Like motorfirebox says, it's always a tradeoff. Advantages and disadvantages to all things, yes? Glyph: that's one that was directly cited in our group, but it was before I owned the books, so I never knew it was from printed shadowtalk. I'm more canon-familiar with Person 404's "letter of the command", but I couldn't point to that in the books just now either. Another quick point of comparison: Ares Predator: 9M damage, 450 ¥ for the pistol, 2 ¥ per standard round, 2/24 hours Manabolt Force 9: 9M damage, 5M drain, 4500 ¥ for the spell formula (edit: corrected to 900 ¥ for a maximum M drain spell), 9/72 hours And I'll definitely agree that riggers can become absolutely grotesque, very quickly ... although still not unbalanced: they have a very specific function within the team, and can frequently be limited when stepping outside that function. Still, it's the GM's job to limit available Steel Lynxes :D This post has been edited by Talia Invierno: Sep 4 2003, 11:26 PM |
||
|
|||
Sep 4 2003, 08:35 PM
Post
#120
|
|||
Target Group: Members Posts: 37 Joined: 24-May 03 Member No.: 4,632 |
You're comparing a force 9 Manabolt to a heavy pistol? ROFL. Curugul |
||
|
|||
Sep 4 2003, 08:42 PM
Post
#121
|
|
Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
And yet you never manage to explain why.
|
|
|
Sep 4 2003, 09:38 PM
Post
#122
|
|
Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
I'll take this one... :D
They may have a similar base damage, but the similarities between a manabolt and a heavy pistol end there. For one thing, the guy with the pistol can't decide "This is an all-or-nothing situation where I have to get past this guy to escape. I'd better shoot my gun at 9D instead of 9M." Also, the mechanics are completely different. The mage casting the manabolt can use sorcery and Spell Pool dice, while the target only has Willpower to resist. The mage's TN is the target's Willpower, while the target resists a TN of 9. So, unless that target is an albino gnome otaku with the Magic Resistance: 4 Edge, I would say the odds tend to favor the mage. It gets even worse when you add Totem bonuses and foci to the mix. Ranged combat, by contrast, is more even. It is pistols skill versus Body, with both sides able to use Combat Pool, and with all of the targetting modifiers and the likelihood of the target wearing ballistic armor, the Target Numbers will be more even for both sides, too. However, a heavy pistol can usually kill an albino gnome otaku with the Magic Resistance: 4 Edge fairly easily. ;) |
|
|
Sep 4 2003, 09:49 PM
Post
#123
|
|
Moving Target Group: Members Posts: 400 Joined: 26-February 02 Member No.: 825 |
Then again, everyone and their mom has a heavy pistol. The wielder of a Force 9 manabolt is going to be slightly easier to find afterwards.
|
|
|
Sep 4 2003, 09:53 PM
Post
#124
|
|
Shooting Target Group: Members Posts: 1,677 Joined: 5-June 03 Member No.: 4,689 |
I did misprice the spell formula - should have been 100 :nuyen: per Force level (for a maximum M Force spell) instead of 500 :nuyen: per level (for a maximum S Force spell). So while I'd already allowed for the person with the gun not being able to shoot above 9M and changed most of the spell accordingly, I forgot to do the same for the cost of the formula. Sorry about that.
But you think the odds favour the mage, against someone with a 5 or 6 WL, an equivalent level of Pistol skill and Combat pool, and appropriately heightened reflexes? Try it! Even with regular ammunition! Edit (to finish the post): Certainly some of the mechanics are different. Some, also, can be reasonably compared: Pistol / Sorcery skills; Combat / Spell pools. Totem bonus? Specialisation. Centring or elemental to reduce TN? Smartlink. The signature and other distinctiveness has already been (indirectly) noted. I used a 9 Force for straight comparison, but it isn't really: certainly seems as though the vast majority of Dumpshockers use a much lower Force level and rely on Sorcery skill to make up the difference. WL may usually be lower than BD, but that practice also makes for a much lower number for the target to resist against. I would add that unlike spellcasting, shooting a firearm is a simple action: two actions per action phase to the mage's one. |
|
|
Sep 4 2003, 10:21 PM
Post
#125
|
|||
Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
The problem is that it's not a 'maximum M Force spell'. Combat spells can be cast any any damage level the caster chooses at the time of casting. |
||
|
|||
Lo-Fi Version | Time is now: 5th January 2025 - 09:26 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.