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> Problems with magic, Problems with magic
GrinderTheTroll
post Oct 4 2004, 05:16 PM
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QUOTE (SoulKage)
One friend found that if he took certain combinations of sustaining foci and spells, he could become improved invis, +6/6 armor, +4d6 initiative, +X to any stat he wanted, and flying forever...  Needless to say this just broke the game instantly and I fought for 3 hours tying to un-break it and I gave up. 

So I like for my runners to encounter similarly matched opponents to make it interesting. Throw a few mages at him with similar rated items or throw a few Elementals his way. Make the rules work in your favor. I often put runners in situations where they are uncomfortable or unexpectedly challenged. As mentioned previously, have alot of Lone Star patrols, or unexpected rival Threat Response Teams show up during runs. That always seems to keep the runners on their toes.

QUOTE
I'm hoping I'm missing some rules or something because magic just seems WAY too powerful, like as in you would need about 10 kilos of High explosive compound XI to ensure his death.. Anything short of that just tickles him.

Like I said before, mages and spirits are a fun, unexpected party crasher, or a few mercs wielding Heavy Weapons (Panter Cannons, Light Machine guns, etc.) make for a fun time. My runners are at the point now where all my bad-guys, always burst with automatic weapons to ensure keeping them on their toes. Toss in a Vampire here or there and now you've got a party.

QUOTE
I also have many more questions about Shadowrun and am hoping I can get some links to sites for further clarification on the rules.  Thanks all!!

Post'em if you got em.
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Cain
post Oct 5 2004, 03:07 AM
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Soulkage: I did a bit of number-crunching, and it'd take 16 spell points for your mage to purchase each of those spells at effective levels. That means he needs to spend 32 spell points to have them all bonded into foci at chargen. Considering that he only starts with 25, he'd need to buy 7 spell points, at a cost of 175,000 :nuyen: .

Now, for the foci, he'd need to spend 240,000 :nuyen: to have enough to carry them all. That gives him a grand total of 425,000 :nuyen: , too much for a starting full mage using the priority system. He wouldn't be able to start with all that.

Now, if a player manages to earn all that in game, that's another matter. However, there's no way he can start with all that. I don't think you need to worry too much about focus abuse right off the bat.

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John Campbell
post Oct 5 2004, 03:55 AM
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QUOTE (Zenmaxer)
actually the one that bothers me is physical camo. that can really cause some havoc...
especially in a sustaining focus built into the handle of your gun....at a legal force 2.

Nitpicking: Getting a Force 2 spell for free requires making it Exclusive, and you can't put Exclusive spells into sustaining foci.
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Eyeless Blond
post Oct 5 2004, 06:47 AM
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QUOTE
However, there's no way he can start with all that. I don't think you need to worry too much about focus abuse right off the bat.
Well he could be an aspected sorcerer, in fact he probably would be considering he's a newer player and would naturally avoid conjuring and astral projection anyway. That gives him 35 spell points and up to 1 million :nuyen: to start with.
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Joker9125
post Oct 5 2004, 07:55 AM
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Post his Character sheet. The Rule Lawyer in me so wants to rip this guys character apart while the metagamer in me wants to give him pointers. ;)
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Eyeless Blond
post Oct 5 2004, 09:07 AM
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I'm not sure there *is* a character sheet. From SoulKage's post I gathered that they were merely discussing theory, and a friend of his noticed that in theory, particularly with just the BBB and no other sourcebooks, mages and magic users are in general are more powerful than non magic-users.
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Cain
post Oct 5 2004, 06:22 PM
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QUOTE (Eyeless Blond)
QUOTE
However, there's no way he can start with all that. I don't think you need to worry too much about focus abuse right off the bat.
Well he could be an aspected sorcerer, in fact he probably would be considering he's a newer player and would naturally avoid conjuring and astral projection anyway. That gives him 35 spell points and up to 1 million :nuyen: to start with.

I considered that, but even so, he'd be overly weak in many areas. That would leave him with 13 maximum spell points for offensive magic, and probably less than that. It all depends on how high he pumps that Imp. Invis spell.

Even if the character managed to pull all this off, he'd be just an expensive one-trick pony, easily handled by any of the tactics mentioned already. And since he can't be a full mage and start with all that, the player would have to be a skilled munchkin to know how to pull off this trick.
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SoulKage
post Oct 13 2004, 04:23 AM
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Notes: I did not bother with the other parts of character creating since the focus here is magic. This is basically what my friend did on that dreaded day. He stated he will re-roll his stat foci until he gets the amount of successes he desires during his “downtime.” not to mention he’s improved invis and stealthed.. Even with only one spell, he has a large spell pool and willpower pool to pull from. His armor is way too high and thus even if I were to hit him with a full auto rifle, he could easily stage the damage down with his insane body and combat pool. And speaking of combat pool, he can pwn with that assault rifle, hell even his pistol! he’s got super fast initiative and all this just seems to powerful.. Granted some of your ideas are good and I’ll be buying MitS soon so I can be better equipped to deal with this situation. Thanks for all your input guys!

Using the BBB only:

A 1,000,000 Nuyen
B Aspected Magician (sorcerer)
C Attributes 24
D Dwarf
E Skill points 27

Combat Pool = 14
Spell Pool = 8
Reaction = 9
Initiative = 9+4d6

Armor Rating 13/10

Body 3 (2+1) (11) Boosted from foci
Quick 2 (9) “”
Str 4 (2+2) (12) “”
Cha 6 (9) “”
Int 6 (9) “”
Wil 7 (6+1) (11) “”
Essence 6
Magic 6

Knowledge skill points 30
Language 9

Active skills:
Sorcery (6)
Aura Reading (1)
Assault Rifles (6)
Pistols (5)
Launch Weapons (4)
Etiquette (5)

Magic Spells:
Increase Body (1)
Increase Quick (1)
Increase Str (1)
Increase Cha (1)
Increase int (1)
Increase wil (1)
Increase Reflexes +3 (1)
Improved Invis (5)
Stealth (4)
Armor (6)
Powerbolt (6)

Sustaining Foci:
Increase Body (1)
Increase Quick (1)
Increase Str (1)
Increase Cha (1)
Increase int (1)
Increase wil (1)
Increase Reflexes +3 (1)
Improved Invis (5)
Stealth (4)
Armor (6)


Total Spell points between Spells and Foci, 50


Armor:
Secure Jacket 5/3
Secure Vest 2/1

Weapons:
Soviet AK-98:
Tactical sling
EX Explosive Ammo
Smartlink
Shock Pad
Gas-Vent III
5 Extra Mags
3 Offensive mini Grenades
5 Defensive mini Grenades
Ares Viper Silvergun:
EX Explosive Ammo
Smartlink
Gas-Vent III
2 Extra Mags
Gear:
Smart goggles
Concealable holster for AVS
Clothing
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tjn
post Oct 13 2004, 05:04 AM
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As everyone surmised, there's a slight flaw in his plan: specifically the force of the Increase Attribute spells.

QUOTE (In the spell's description on pg. 194 of the BBB)
Every two successes increase the Attribute by 1, up to the maxiumum of the Force of the spell.


On second hand, slap him silly for declaring pre-rolls. He wants to cast like that, he needs to roll like that; and by extension, deal with the drain. Also slap the character silly with wards, and the other IC problems from lighting up astral space like Liberace.

And an AVS can't take a gas-vent due to it's barrel already taking an integral sound suppressor.

EDIT: Clarity & Stuff
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RedmondLarry
post Oct 13 2004, 06:23 AM
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He also risks loss of Magic (Focus Addiction Rules) every Combat Turn where he uses more force points in Foci than twice his rating in Magic.

The limit to attribute rating and the problem of using too many foci were brought up as the first two issues in the first response to your post (5 minutes after your original post). This was 9 days before you posted his character. Perhaps our responses are confusing or unclear? How can we better help you?
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toturi
post Oct 13 2004, 06:34 AM
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He could fetish limit those Imp Attribute spells, which should give him 1 Force more. But that is it. His Attributes can all be only boosted by 2 maximum. Unless you have a house rule you haven't told us.
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SoulKage
post Oct 13 2004, 04:07 PM
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Thanks everyone, I think I see now.. the atribute thing was a bit messed up, I didn't see the atribute part in the BBB. And even though he can ligitly have 13/10 armor, he would be quite obvious that hes a mage and could be targeted from both the physical and astral plains. I guess as GM I have to find a way to balance their uber powers with the settings without making it look like I'm being a jerk. thanks so much for your posts!
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Eyeless Blond
post Oct 13 2004, 04:25 PM
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QUOTE (SoulKage @ Oct 13 2004, 11:07 AM)
Thanks everyone, I think I see now..  the atribute thing was a bit messed up, I didn't see the atribute part in the BBB.  And even though he can ligitly have 13/10 armor, he would be quite obvious that hes a mage and could be targeted from both the physical and astral plains.  I guess as GM I have to find a way to balance their uber powers with the settings without making it look like I'm being a jerk.  thanks so much for your posts!

The only thing left to mention is the Armor spell. Remember that Armor glows, not just on the astral plane, but on the physical plane as well. This is going to ruin any and all attempts of subtlety, as every sec-related person on the planet should recognize this glow immediately.

As to the rolling in downtime, I'd seriously suggest that you make him actually do the rolls in front of you. An Increase Will (2) spell, for example, requires four 6s from him using his six Sorcery dice. This should take a very long time, even if he adds in all of his Spell pool to the casting, which makes Drain harder. Every time he takes Drain he has to waste a couple of hours recovering or take further modifiers to the casting TN. The fact of being forced to roll most of these spells is a good inherent balancing mechanism.

(Edit): Also note that the armor is not hardened; in order to stage the damage to nothing he's going to have to cancel all of the shooter's successes, *plus* the extras needed to stage the damage to nothing, using only Body dice and combat pool. This is damn hard, and gets harder when the guards are using full-auto or multiple bursts to wear down the mage's CP. It's a common saying around here: "Geek the mage first!" and sec forces know it as well as we do. The Armor spell will just draw fire from everyone in the area.

All in all mages in general are far better served keeping inconspicuous as possible. Invis goes a long way towards helping that, but it's easily invalidated in practice with astral perception, or even simple things like sprinklers and beaded curtains. And don't forget wards and spirit Attack Packs, but I and others have mentioned those already.
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tjn
post Oct 13 2004, 04:53 PM
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One can have all the armor in the world, but if they don't have the body to help stage down the damage, they're in for a world of hurt in any event.

Plus he gets Combat Pool penalties and Quickness +TNs due to the mundane armor being over his Quickness. And the protection of the second piece of armor is halved, round down. He in fact has a 12/9 while wearing his "Hi, I'm a Mage. Geek me first." sign.

See pg 285 for the specific rules on layering armor and the physical penalties of wearing too much armor.

With his Quick spell up, he looses 2 CP, 3 if he doesn't have it up.

With his Quick spell up, he has a +4 to all quickness and quickness related tests. Without it, it jumps to 5.

And either way, the dude can't walk under his own power due to the movement penalty. {Best scenario is (Q:3 - 4) x3 = he ain't movin'}

EDIT: Just noticed a lack of Levitate. He ain't moving at all. And if he's claiming to be able to fly forever, he's smoking something serious.

Even if he dropped the second piece of armor and always kept the Improved Quick up, he'd be just barely able to waddle around {(3-2)*3}.

The character is an invisable lamp.
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GrinderTheTroll
post Oct 13 2004, 05:27 PM
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So does anyone apply the "layering armor" rules when using the armor spell? I can see where that would help this situation, or does that just apply to physical armor worn?
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Fortune
post Oct 13 2004, 05:38 PM
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No. The Armor spell doesn't figure in the calculation of either worn armor vs. Quickness, or for the purposes of layering armor.
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Cain
post Oct 14 2004, 05:17 AM
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Don't forget the activation limit. He can only have a number of foci active equal to his Intelligence. It's on p 190, BBB, under "Activation"; there's no way he can be walking around with 10 active foci on at once.
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Glyph
post Oct 14 2004, 05:48 AM
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I think clearing up the issue about the Increase Attribute spell takes care of the major issues - no insanely high Body and Combat Pool to stage everything down, so his armor (which is not hardened, remember) dropping a lot (but not all) TN's to 2 won't be enough, by itself, to make him invincible. His initiative drops, too, down to where he is behind the sammies again (or he should be).


I won't give him flak over it, though, since he's learning the rules, just like you. It could have been an honest mistake. I will give him kudos for finding one of the most optimal combinations in the priority system on his first try.
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Eyeless Blond
post Oct 14 2004, 06:00 AM
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Although, anything with the million nuyen is pretty high up there in power by the end. It's one of the reasons sammies start out so powerful, 'cause they have exponentially more resources to start with than others. Of course without it the adept would beat any mundane sammie without even trying, so I suppose it balances.
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tisoz
post Nov 5 2004, 01:09 PM
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Also, skills are linked to attributes to determine their costs. You use natural attributes for this, not cybered (bio is considered natural) or magically boosted. So He didn't allot enough skill points for his Assault Rifles or Pistols skills.
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Kyuhan
post Nov 5 2004, 01:47 PM
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The only problem I can see with all this (as was kinda stated above) is springing "new" rules on the guy (i.e. rules you didn't know about before). This leads to bouts of "but we did it this way before, and now you're just changing things to suit you". Some people can get really persnickity when they feel they've done something awesome and someone else comes along and totally deflates it. Personally, I'd just be cautious (and maybe a little slow) on broaching these changes, it can save lots of hurt feelings, bickering, etc.
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tjn
post Nov 5 2004, 05:03 PM
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I have no sympathy for their feelings if they have no consideration for others.

Demanding that the rules allow them to become so overpowered as to impinge upon their friends' enjoyment of the game usually denotes a fairly selfish attitude.

Respect is a two way street.
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Eyeless Blond
post Nov 5 2004, 05:46 PM
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In this case it doesn't really matter anyway. This isn't a matter of the rules being arbitrarily changed by the GM to the player's detriment, but rather the group not understanding the rules in the first place and making mistakes based on those misinterpretations. Now that most of 'em have been cleared up the game is more balanced and fair to all involved. I really don't see the player complainning when it's explainned that his broken combos are in fact not legal. I rather think he'd be relieved to know that the system isn't *that* easily broken by a newbie. :)
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Apathy
post Nov 5 2004, 06:38 PM
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Somebody else probably also mentioned this, but your focus has to be as high as the spell you're trying to fit into it. So to get +2 to your body, you'd have to get the spell at force 2, and get the focus at force 2, and spend the karma bond the focus (2 spell points each), and roll 4 successes with your sorcery+magic pool dice.

Then, as soon as you hit a decent force ward (force6+), the ward will likely destroy the focus, wasting all the karma you spent bonding it in the first place. If the ward doesn't destroy the focus, it'll still probably deactivate the focus (and you're unlikely to be able to re-cast the spell while you're on the run without taking drain). And you've now notified the security mage that you're in the building.

Because your TN for attribute increasing spells is the base attribute, you'll likely get a higher final value if your natural attribute is lower (3), and then get the spell at force 6. If you throw your whole spell pool into the cast, you have a slight chance of getting 12 successes against a TN 3 (raising your body to 9). And since you can't have more points of active foci than twice your Magic, it leaves you stuck with just two of those at most.

If you wanted to pick a couple spells that are actually useful at low force, I'd suggest the following:
  • levitate (1) [low force means you'll be slow, but can be a huge help getting over fences and stuff],
  • invisibility (1) [it is a resisted spell, but you can throw so many dice at the spell that your successes will usually outnumber the opposition's],
  • increase reflexes (1) [IMO a broken spell, gives mostly the same results regardless of force it's cast at],
  • and increase will (1) [if, like most mages, you max your natural willpower, then your TN's 6 or 7, and you're unlikely to get more than 2 successes anyway].
None of these would survive walking through a ward, or a simple attack from a spirit or watcher pack, but they could be valuable is certain situations.
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DrJest
post Nov 5 2004, 07:05 PM
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I've been meaning to ask - a number of times I've seen people mention getting a spell "for free". What does that refer to?
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