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> Mage vs. Shaman
If you had to pick between the two, which would you prefer to play?
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Crimson Jack
post Feb 7 2005, 05:18 AM
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Got this idea from a post in another thread. If you had to pick one to play over the other, which would you prefer and why?

Myself, I'm voting Mage. I like being able to keep elementals on call (not hindered by the sun-up/sun-down time restriction). I also like that the method of magic is based more on a mathematical approach, less on a connection with the environment.
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kevyn668
post Feb 7 2005, 05:19 AM
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Here we go.

I went Mage. I just don't like shamans.
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Kagetenshi
post Feb 7 2005, 05:20 AM
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Mage. Enough of this "faith-based" magic.

~J
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Crimson Jack
post Feb 7 2005, 05:20 AM
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Oh, please elaborate kevyn. Lets heat this thread up. ;)
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Sammiel
post Feb 7 2005, 05:23 AM
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i voted shaman, but thats because the spontaneous summoning of elementals suits the playstyle of people I run with.
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Capt. Dave
post Feb 7 2005, 05:23 AM
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Mages just seem more fun; I just like playing them better. You get to play them however you want, without following a totem guideline. Plus, elementals are just so darn handy.

I've just now started playing a Wujen. Never done it before, but I like the combination of hermetic and shamanistic elements. That, and it's something new. Can't wait to see how it turns out...
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kevyn668
post Feb 7 2005, 05:27 AM
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QUOTE (Crimson Jack @ Feb 7 2005, 12:20 AM)
Oh, please elaborate kevyn.  Lets heat this thread up.  ;)

Edit: Wait and see. Wait and see...

What? No "Phys Ad vs. Sam" poll? :)
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CanvasBack
post Feb 7 2005, 05:29 AM
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Shaman. Sure, you have to drink the Kool-AidTM but if you have a character of modest means a shaman is both a cheap way to go and makes for interesting story.
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Crimson Jack
post Feb 7 2005, 05:30 AM
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QUOTE (Capt. Dave)
I've just now started playing a Wujen. Never done it before, but I like the combination of hermetic and shamanistic elements. That, and it's something new. Can't wait to see how it turns out...

I have a Wujen PC in my play group that I GM, Cap. We created a Spirit of Metal to fit in with the belief in the five elements that practitioners follow... and we've made extremely fun use of the ancestral spirit summoning angle.
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Capt. Dave
post Feb 7 2005, 05:34 AM
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So I wasn't the only one to notice the lack of a Spirit of Metal. Good.
Ancestor spirits would be interesting with this character, as she's a fox shapeshifter.
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kevyn668
post Feb 7 2005, 05:34 AM
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QUOTE (CanvasBack)
Shaman. Sure, you have to drink the Kool-AidTM but if you have a character of modest means a shaman is both a cheap way to go and makes for interesting story.

I can make a pretty good mage with 90k. If I don't feel like getting the (practically) obligatory Sustaining Spell Focuse: 1 (Inc Reflexes +3), I could easily go cheaper. Either way, I don't have to ahere to any belief system.

Don't get me wrong, I like to run with Shamans but I just don't like to play them. They always seem so...binding to me.
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Toshiaki
post Feb 7 2005, 05:36 AM
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And on this weeks episode of "The Odd Coven...."

I will usually go with Shaman because I like the Totem interaction. You can get some really good RP opportunities out of that.
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lorthazar
post Feb 7 2005, 05:57 AM
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Personally I like the Shaman just a bit better than the Hermetic mage, but the the vote is 1001/999.

Shamans are infinitely more flexible, but suffer in that it takes days to erect a decent rating lodge to stop astral intrusion. Whereas in a few hours a Mage can whip up a decent circle.

Now for on the spot summoning you can't beat a Shaman. With a decent charisma you can have a powerful ally no matter the location.

As for restrictive totems if you read the totem correctly you can always pick one that fits your style of play. Me personally I tend towards Coyote, Dog, and Bear, but I also once played a Gargoyle.

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kevyn668
post Feb 7 2005, 06:05 AM
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QUOTE
Shamans are infinitely more flexible, but suffer in that it takes days to erect a decent rating lodge to stop astral intrusion. Whereas in a few hours a Mage can whip up a decent circle.


Shamans are only as flexible as the totem. TN mods b/c of not being under an open sky or during the daylight, or essence penalties can really suck depending on your situation.
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toturi
post Feb 7 2005, 06:13 AM
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Shamans are more flexible, even with their totem disadvantages. A good shaman player would avoid using magic when they are at a disadvantage and spam spells/spirits when it is to their advantage. And that does not preclude the shaman from dispelling, spell defense and banishing.
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Crimson Jack
post Feb 7 2005, 06:31 AM
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QUOTE (toturi)
Shamans are more flexible, even with their totem disadvantages. A good shaman player would avoid using magic when they are at a disadvantage and spam spells/spirits when it is to their advantage.

Unless you're a zerker shaman (Badger, Bear, Shark). A good mage player would simply calculate the odds and beat feet out of there when the situation turns sour.
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CanvasBack
post Feb 7 2005, 06:32 AM
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QUOTE (kevyn668)
I can make a pretty good mage with 90k. If I don't feel like getting the (practically) obligatory Sustaining Spell Focuse: 1 (Inc Reflexes +3), I could easily go cheaper. Either way, I don't have to ahere to any belief system.

I don't know. If you think 90k is 'modest means'...

I'm talking 20k at most for a starting character.

My favorite rat shaman of all time started in the ghetto and didn't have none of dat book learnin'. Just a strong personal relationship with RAT and silver tongue with the spirits (and the honeys).


...and he had no problem in adhering to RAT's code/belief system either.


:D
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Crimson Jack
post Feb 7 2005, 06:35 AM
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QUOTE (CanvasBack)
Just a strong personal relationship with RAT and silver tongue with the spirits (and the honeys).

For some reason, I don't see a rat shammie as a playah. :D
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CanvasBack
post Feb 7 2005, 06:40 AM
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QUOTE (Crimson Jack)
QUOTE (CanvasBack @ Feb 6 2005, 10:32 PM)
Just a strong personal relationship with RAT and silver tongue with the spirits (and the honeys).

For some reason, I don't see a rat shammie as a playah. :D

Shows what you know my man...

Why do you think RAT be multi-plyin' all da time?


:D
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Fortune
post Feb 7 2005, 06:49 AM
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Shaman all the way! I've played my share of Mages, but they never have inspired me as much as the shamanic ones. Especially my Leopard Shaman. :D
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Garland
post Feb 7 2005, 12:26 PM
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Shaman. Totems (Idols, whatever) are great hooks. And I like the "spirit anywhere, anytime" thing, too.

And, if you do something stupid, you can always play it off by saying "Dog told me so. Sorry, guys."
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Grinder
post Feb 7 2005, 12:27 PM
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Mages. I think they are more versatile, avoiding those roleplaying guidelines for shamas (who have to act according to their chosen totem in our SR-world). And Elementals rock!
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Fortune
post Feb 7 2005, 12:49 PM
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QUOTE (Grinder @ Feb 7 2005, 11:27 PM)
And Elementals rock!

Only if they're of the Earth variety. ;)
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Grinder
post Feb 7 2005, 12:55 PM
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A while back the mage i played was well-kwown for summoning the biggest bad-ass fire elementals in whole san francisco. Way cool.

That was 2nd edition, when fireball was a cool spell (i even had a fireball-focus) and "great form" ghosts didn't exist. (forget the name of the ability... ).
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Xirces
post Feb 7 2005, 01:13 PM
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QUOTE (Fortune)
QUOTE (Grinder @ Feb 7 2005, 11:27 PM)
And Elementals rock!

Only if they're of the Earth variety. ;)

Urge. to. kill... increasing..... must not stab Fortune in the eyes. :)
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