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> Do mages have it too easy?, They get new spells awfully quickly...
Do mages learn/research spells too quickly?
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Talia Invierno
post Sep 4 2003, 11:33 PM
Post #126


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True. And I should never try to post when rushed. (It's not as though I haven't had that lesson here before ... I seem to be a slow learner.) So fair enough if I concede that point?

But a person with a pistol can always choose their ammunition. Simple action to change the clip to something more or less powerful, something explosive, something armour-piercing, something gel or rubber for stun damage. That would accomplish the same end you suggest - and both changing the clip and firing could occur in the same phase, still allowing that choice of damage within the time required for a single spellcasting.

And I mispriced and misquoted yet again: variable Force spell formulas are always purchased as though they were Deadly Drain (9000 ¥, 9 /7 days). I hope that's correct, now.
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Person 404
post Sep 5 2003, 12:36 AM
Post #127


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QUOTE (TheScamp)
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]

Grenades get more deadly if you allow them to stage themselves via the optional rules in SR3 (which I do), and even moreso if you use overdamage rules (which I do). The average grenade will stage into one-over-deadly against anyone with body under 7, and they have the potential to get much higher. This is just dealing with the standard cheapo ones, too, not IPE or the like. Due to the weirdness of the shadowrun damage rules, even a 1 one-over-deadly attack is pretty dangerous.
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Adarael
post Sep 5 2003, 01:06 AM
Post #128


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The balance I've always found between AoE spells and grenades is this:

Grenades generally do much higher damage if you use IPE, and if you're using the MGL 6 or 12, you can lob 2 in one action. 15S max with IPE Offensive. They're more easily resisted by armor and body, plus you can use combat pool to get the hell outa the way.

Spells generally do less damage than grenades, at least numberically - they can be staged up easier, since Joe Average doesn't have as many dice to resist and can't use combat pool in *general* (though AoE manipulations break this rule).. And most importantly, there's no scatter on a spell. It goes off with the center exactly where you put it. But! Spells are a complex action and ensuring you let off an AoE with no drain will use all of your magic pool dice on the first pass.

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TheScamp
post Sep 5 2003, 12:20 PM
Post #129


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QUOTE
Grenades get more deadly if you allow them to stage themselves via the optional rules in SR3 (which I do), and even moreso if you use overdamage rules (which I do).

*shrug* Six of one, half a dozen of the other. Whether you use skill or 1/2 Power to stage, it's generally going to be a wash on average. In a chunky salsa situation, the optional staging rules will work out better. Otherwise, you're going to get better results using skill + combat pool.

And if they can see a mage casting, I think it's appropriate for the characters to try a Dodge test of some sort to try and get out of sight, or at least behind some cover.
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Kurukami
post Sep 5 2003, 06:02 PM
Post #130


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How easy is it to notice a mage casting a spell, anyways? I know that there's the geasa which can make it far more obvious, but what about normally?

I ask because of a situation which I may have mentioned earlier in this thread -- where a mage, caught by surprise and covered by numerous guns ready to shoot if he made a false move, still managed to get off a stunball at his assailants before they could shoot.
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TheScamp
post Sep 5 2003, 06:56 PM
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Technically, mages can cast spells without really any obvious signs of the casting itself.

In your example though, I hope the mage kept some Spell Defense aside so he didn't get nailed by his own Stunball. That's just embarrassing.
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Glyph
post Sep 5 2003, 07:07 PM
Post #132


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QUOTE (TheScamp)
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.

Guns can be traced by fingerprints and ballistics. But if a mage takes a few minutes to clean up his astral signature, then there is almost no evidence of the crime.

Now, the heavy pistol is a fine weapon, and can be extremely effective in many circumstances, but manabolt still usually has a better one-shot takedown capability (along with a lot of downsides, of course). But manabolt is the top of the line, spell-wise (although there are a few times where a damaging manipulation will work better). I would rather compare it to an Ares Alpha. Both of them can take down most targets if the attacker sacrifices a lot of dice pool to do so.
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RedmondLarry
post Sep 5 2003, 07:09 PM
Post #133


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See "Noticing Magic" on page 162 in SR3. Unless you are paying close attention, you're likely to miss the subtle hints that a magician is taking on that intense concentration necessary to cast a difficult spell. But if guards with Delayed Actions are paying close attention it is quite risky to cast a high-force spell.

Standard target number for someone paying attention to the magician is base 4 + caster's magic attribute - Force of Spell. This is a perception test, using situational modifiers and visibility modifiers (top of p. 232). Also apply modifiers from the table "Noticing Spellcasting Modifiers Table" (p. 162). The number of successes determines how well the viewer has identified what's happening (Perception Success Table, bottom of p. 232).

As a GM, I definately run that the concentration necessary to draw magical power together for spellcasting can be noticed before the spell is cast. Those with Delayed Actions and who observe it can take their action prior to the spell being cast. I would run that any guard who suspects the character is a magician is likely to take action on only 1 success (either to duck and hide or to shoot, depending on the corp's policies and the individual guard's inclinations). More successes will make shooting more likely. Different guards may have different numbers of successes. Guards trained in dealing with magicians should have been taught to tell suspects "Close your eyes", "Lay face down on the floor", or "Turn and face away from me with your hands clearly visible!" followed by "You so much as twitch and I'll splatter you all over the wall!"
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TheScamp
post Sep 5 2003, 09:19 PM
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QUOTE
Guns can be traced by fingerprints and ballistics.

They can be, sure. But in a world where heavy pistols are throwaway items as they are in SR, one can easily afford to toss it in the river or the harbor every time you use it. Also, astral signatures are unique to the individual casting the spell. Guns are not.

QUOTE
But if a mage takes a few minutes to clean up his astral signature, then there is almost no evidence of the crime.

In a few minutes, a mage is going to have bigger problems than an astral signature. Problems like high-threat response teams automatically called in by the wrist monitor on the dead guard.
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Sphynx
post Sep 6 2003, 08:58 AM
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Unlikely. Wrist Monitor might call DocWagon, but not a HTR team, especially in a nice secure environment like a Corp where the DocWagon waits outside the perimeter until the Corp ok's their entrance.

Maybe the HTR which response to the PanicButton pushed by the guard before he died, (assuming the decker/rigger did their piss poor job of not deactivating it), but not a WristMonitor.

Sphynx
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Solidcobra
post Sep 6 2003, 10:34 AM
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biomonitor, activate alarm and send team when the monitored guard dies, shouldn't that work? If someone gets "geeked" by a mage and then the silent alarm goes of, the high-sec team of cyberzombies and mages attack, and the poor magician standing there would just waltz away? HOW?
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toturi
post Sep 6 2003, 12:45 PM
Post #137


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Killing someone and triggering his bio-monitor and such? Yes, I would think that the HRT/SWAT might be scrambled but not so quickly as to be nearly instantaneous. I mean the dead guy must be right next door to the local cop station.

I usually follow the Lone Star/Doc wagon response time given in the source books.
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TheScamp
post Sep 6 2003, 12:47 PM
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QUOTE
Wrist Monitor might call DocWagon, but not a HTR team, especially in a nice secure environment like a Corp where the DocWagon waits outside the perimeter until the Corp ok's their entrance.

Corps have their own HTR teams, dude. And in a world like SR, a guard's sudden death will likely warrant one.
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Sphynx
post Sep 6 2003, 12:59 PM
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Sure, if you're hitting a doubleA or TripleA corp. But how often is that? And even then, that's not at all their compounds, only their main areas that hosts enough employment/resources to warrant the pay of an on-standby HTR Team, everyzhere and everyone else depends on the Paid Corp for Security to send out their HTR, such as KE or LS.

Sphynx
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Greyfoxx
post Sep 6 2003, 02:50 PM
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That's not entirely exclusive to mages, though. Any character who kills a guard with biomonitor would likely trigger the same effect. Now i dont see why this has become an issue.

If you can finish the run without alarming anybody, more karma to you! Then again, not all runs involve sneaking around. That's what i think makes SR balanced.
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hobgoblin
post Sep 6 2003, 05:03 PM
Post #141


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to have a biomonitor call the on call secuirty backup just change the signal to send or whre to send it and so on, its not like some corp cnat afford to have biomonitors that signal not only theyre local medical staff but in the event that the triggerd biomonitor is worn by a on duty security guard it allso calls the barracks...
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Curugul
post Sep 7 2003, 11:25 PM
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Not to bump this thread when all arguments have been played out, but I have one final thing to add:


Do you see threads like: Do sam's have it too easy? Or: Adepts with weapon foci too powerful? Or: Face's unbalancing sr? The fact that there is even a debate lends some credence to the fact that magic has balance problems, even if your specific game has taken care of them.


Curugul

ps. Your my hero Polaris, keep up the good work on the Sust. spell thread
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Cain
post Sep 8 2003, 02:17 AM
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Oh, I see plenty of complaints about certain pieces of gear being unbalancing, and it's only because the rules are so technical that we don't see more riggers out there.

I see no spell that is nearly as unbalancing as a Great Dragon ATGM; there's the running debate about the Viper Slivergun, and if you so much as mention the CED to certain people, their heads will explode. There are plenty of specific pieces of cyber or gear that cause all kinds of problems. And really, you don't seem to have trouble with mages in general; it's in very specific areas where you seem to have issues with them as written.
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Siege
post Sep 8 2003, 03:32 AM
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QUOTE (hobgoblin)
to have a biomonitor call the on call secuirty backup just change the signal to send or whre to send it and so on, its not like some corp cnat afford to have biomonitors that signal not only theyre local medical staff but in the event that the triggerd biomonitor is worn by a on duty security guard it allso calls the barracks...

Not to derail the thread, but...

I would imagine that this kind of biomonitor well...monitoring would be relatively commonplace.

What if you get a heart attack and can't activate your DocWagon card? What if you pass out and never realize what's going on? That's reason enough for the average joe to have one wired to a transmitter, especially if they have some sort of medical condition that makes one prone to attacks or seizures or something else equally life-threatening.

Besides the biomonitor making sure your rent-a-guard isn't asleep on his or her post, it's also an early warning mechanism for a "something's up...Bob's heart monitor just flat-lined..."

Of course, this would require some sort of internal signal receiver to ensure that Bob didn't just walk into a weak signal area and registered as asleep, dead or off-line. Which means another bit of security to crack before penetrating the site.

-Siege
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