Increased Reflexes |
Increased Reflexes |
Sep 20 2004, 03:11 AM
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#1
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Moving Target Group: Members Posts: 122 Joined: 1-September 04 Member No.: 6,621 |
Er, I've just been thinking about a mage and looking at the spells and I have a question:
Is there any reason to take the Increased Reflexes spell at anything above Force 1? |
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Sep 20 2004, 03:16 AM
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#2
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
To resist the dispelling effects of hostile wizards and wards, but insofar as I am aware, those are the only reasons.
-Siege |
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Sep 20 2004, 03:28 AM
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#3
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Moving Target Group: Members Posts: 122 Joined: 1-September 04 Member No.: 6,621 |
Thanks. Gives me an idea for a smart-aleck mage in my campaign :D |
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Sep 20 2004, 07:18 AM
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#4
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Takes at LEAST a Force 3 spell to get through a Force 5 Ward. At least a Force 5 to get through a Force 6 Ward. :)
Sphynx |
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Sep 20 2004, 09:47 AM
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#5
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Neophyte Runner Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
And the drain is harsh so you don’t want to walk threw the ward and recast.
Edward |
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Sep 20 2004, 01:07 PM
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#6
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Ain Soph Aur Group: Dumpshocked Posts: 3,477 Joined: 26-February 02 From: Montreal, Canada Member No.: 600 |
Might want to look at making that spell Caster Only to help with the drain.
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Sep 20 2004, 02:00 PM
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#7
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Moving Target Group: Members Posts: 942 Joined: 13-May 04 Member No.: 6,323 |
Well, the drain code makes it a very good idea to take it at only force 1. That way, you're looking at a 2D drain code, which isn't a serious problem. At force 5 though, it's 4D, which is much more significant.
JaronK |
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Sep 20 2004, 02:08 PM
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#8
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
3D at force 5 with SelfOnly. :P
If you're going to do Force 1 for the drain, might as well do Force 3 (same drain) and get past most Force 4 and lower wards. Force 1 drops when a spirit accidently sneezes in that general direction (exaggeration). Sphynx |
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Sep 20 2004, 02:26 PM
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#9
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Moving Target Group: Members Posts: 942 Joined: 13-May 04 Member No.: 6,323 |
The drain code is +3(D). At force 3, that would be 6/2 = 3D, which is worse, I would say, than the 2D that you get at force 1 or 2.
JaronK |
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Sep 20 2004, 02:46 PM
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#10
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
Jaron, +3 is after the division. (Force/2 + 3)Deadly.
Sphynx |
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Sep 20 2004, 03:46 PM
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#11
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Moving Target Group: Members Posts: 171 Joined: 9-September 04 Member No.: 6,641 |
When I GM Shadowrun, I limit the maximum result of the die roll of initiative increasing spells to the force of the spell. I.E. if you've got a spell at force 1 which grants +3d6 initiative, you're only getting 1's on those dice jack. I know it's totally a house rule, but smart alecks with force 1 spells who benefit from low force annoy me.
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Sep 21 2004, 12:42 AM
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#12
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Running Target Group: Members Posts: 1,451 Joined: 21-April 03 From: Austin, TX Member No.: 4,488 |
You know you can cast a spell at a lower Force than you know the spell at, right?
The Abstruse One |
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Sep 21 2004, 02:59 AM
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#13
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
But taking it at a higher force costs more, so if you're barely going to use it at the higher force there's no reason to take it at that.
~J |
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Sep 21 2004, 03:44 AM
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#14
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Honestly I don't much see it as such a big deal. Mages in general spend a lot of time in meatspace combat, and without this spell they really don't have any other way of boosting their initiative. This way they at least have *some* chance of surviving to actually cast a spell, maybe even two if they're lucky, before someone geeks them. Without it they're going to be very bored, acting once for every three or four of the other people's actions and probably getting killed after they cast their first spell and everyone else spends their next four initiative passes turning them into sausage.
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Sep 21 2004, 04:50 AM
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#15
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Dragon Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
That's why everyone says a troll has a mage-shaped ass.
-Siege |
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Sep 21 2004, 05:59 AM
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#16
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Running Target Group: Members Posts: 1,049 Joined: 24-March 03 Member No.: 4,323 |
Well, actually, according to the M&M errata, a level 2 synaptic accelerator coupled with either enhanced articulation or level 1 boosted reflexes would only result in a magic loss of 1 point, which grants a permanent, non-dispellable and non-drain-causing +1/+2d6 or +3d6 to initiative, respectively. The loss of a single magic point really isnt that crippling, so I hardly consider the improved reflexes spell to be a mage's only viable means of initiative increase. |
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Sep 21 2004, 07:08 AM
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#17
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Neophyte Runner Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
What was the substance of that errata.
Last I cheeked if you have .01 essence loss and .01 bio index you loose 2 points of magic. How did they rework the formula to allow boosted refs and cynap acsel for only 1 point of magic loss. Edward |
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Sep 21 2004, 07:20 AM
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#18
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
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Sep 21 2004, 07:20 AM
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#19
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
[edit]Nevermind, the direct link is better
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Sep 21 2004, 07:21 AM
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#20
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Great Dragon Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
[Edit]Soooooo slow.[/Edit] |
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Sep 21 2004, 07:27 AM
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#21
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
I've only cast my Force 6 Increased Reflexes at Force 6, once in my whole career as my current character. That was the day I quickened it with 12 karma. THAT was an excellent reason to have taken it at that force. ** Dares someone to try dispelling that 10D drain spell, especially with a Magic rating less than 12 ** :rotfl: Sphynx |
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Sep 21 2004, 07:33 AM
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#22
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
I'd rather go with force 3, 6 karma and a tattoo. 4/8 and a bigger tattoo if I think the GM will try to take it away.
On the other hand, you don't even need a permit to get a force 2 version tattoo quickened with 4 karma resulting in an effective 8. 8 isn't as hard to beat as 12, so it may actually get dispelled instead of causing an accidental manslaughter in self defense, but it'll take some effort to dispel. |
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Sep 21 2004, 07:39 AM
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#23
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
You know, I tried that once. Made a character with the spell at Force 3 so that I could do that. I even learned Tattooing, but the GM decided I couldn't tattoo myself without some serious penalties. So I try to find someone to do it for me, and months later I finally decide to give up finding someone and tattoo myself. Ended up with a beautiful tattoo, but missed rolling a 6 even with 2-rerolls and 18 dice per roll (imagine that, 54 dice and not a single 6) by tattooing my legs, and arms (as a dwarf, those are small extremities), and for nothing. Couldn't even re-tattoo them.
Although the chance of that happening a 2nd time is miniscul, I will stick to Force 6 Quickenings for as long as I make characters. :P Sphynx |
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Sep 21 2004, 04:56 PM
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#24
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I would consider Quickening to be constantly using rather than just using once :P ~J |
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