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> Shamans sustaining spells, Too debilitating?
Crusher Bob
post Mar 10 2005, 03:02 PM
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QUOTE (GentlemanLoser)
...

With +4TN/-4 init you're in a world of trouble... Try casting another offensive spell and suffer +4TN to drain... Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

...

Wound penalties don't apply to drain tests, as they are a form of damage resistance. So you'd be at +4 TN on the effect but only at +2 TN on the drain.
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Cray74
post Mar 10 2005, 03:08 PM
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QUOTE (GentlemanLoser)
Drop any combat buffs you have on?  Without a sustaining focus, is it even worth having a combat buff?  Drop the other sustained spell you have? (something situational, detect life, light, whatever...)

Or (as had been sugested in other threads) should spell casters just cast buff on other people, then go sit in a hole somewhere?  A very entertaining PC to play...

Buff? This isn't Everquest.

In Shadowrun, spells are like tools, gear and weapons.

*You use a manabolt to kill a guard without the difficulty of sneaking a silenced pistol through security.
*You use mindprobe to interrogate a subject more effectively than pliers, a rubber hose, and a lie detector.
*You use improved invisibility to sneak past observers more effectively than camo clothing.
*You use fashion and makeover to quickly disguise your appearance, or to crawl out of a sewer and into a fancy restaurant without alarming the guests.
*You use barrier spells for portable, ultimately concealable armor - no one knows you have it until its cast.

Shadowrun has some augmentation spells, but (as you noted) they aren't too useful without sustaining foci. I'd recommend you look into other sustained spells, like invisibility and barriers, rather than looking for useful "buffs."

QUOTE
There is no point using a +6 Body spell, to make your mage more robust to survive a combat when if you do cast it you'll have to hide behind the sam anyway.


There is, in fact, a point to a +6 Body spell: helping that cybered-up samurai heal more quickly by modifying first aid TNs. Depending on the situation, it might do more than a healing spell.
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Edward
post Mar 10 2005, 03:27 PM
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It is harsh but I don’t think it is to harsh.

If you reworked it only to reduse spell pool I would be running around with 3 sustained spells all the time.

I often take focused concentration and/or several sustaining focuses at character generation. Usually just armour and reflexes. Later I pick up levitate and maybe others. Mostly I don’t sustain a spell while trying to do anything that needs a roll. I never have a problem with it, but then I remember to consider that penalty when deciding what spells to have active. Sustaining foci are not that expensive, 200,000 will by you the necessities and if you want to use buff spells in SR then yes, you will need them.

As to elementals, an elemental to sustain your force 4 armor spell will cost 4000 to summon, a starting character will on average have 3 successes on the conjuring test that is more than 1000 nuyen per casting. And the elemental has to follow you around adding to the risk of detection by astral security, especially if you have masking.

If your concerned about the cost of elementals or getting new foci in game ask your GM at character creation how much he expects to be paying you. This is an important point because if you design a character that believes he is worth 20,000+ to bother taking a job your going to have a problem when the GM sets up runs that only net 5k. You also have a problem if you design a starting runner with little experience if the GM sets runs worth 20-30K if you have never been offered that much you may decide this is to rich for my blood I’m better of dumpster diving this month.

And just so you know I have played characters that would rather sleep on the street than part with there foci, mostly because with there foci they can survive on the street. Without going to there apartment is asking to be robed.

Edward
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tisoz
post Mar 10 2005, 03:44 PM
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Elementals can only sustain a spell for a number of turns equal to their force. So a Force 6 elemental can sustain it for 18 seconds, then disappear. Or you bind it to the spell and it has its force reduced by a point a day, and as I read things, it can't provide other services. This seems more expensive than just getting a focus.
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Mr.Cato
post Mar 10 2005, 03:52 PM
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QUOTE (GentlemanLoser)
I think that's shamanists. Sorcerers are hermatic mages that can only cast spells, not summon elementals.

So you've one sustained spell (mask, you don't want everyone to see your face... for example), cast an offensive spell, take a box of drain because you have +2TN to your drain test (you're now at +3TN's). Then take a light slap (after armour/body) from someone still alive after your spell (your now at +4TN).

With +4TN/-4 init you're in a world of trouble... Try casting another offensive spell and suffer +4TN to drain... Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

So it's really only me that thinks the sustaining penalty is too much? It also doesn't matter how good/bad or experienced a mage you are, all mages suffer (baring the edge..) the same penalty for sustaining a spell? I just don't like that...

I was under the impression the ONLY sustained spells adds to drian power in the drain resistance test.

That is some improvement from your xample where all modifiers count to the drian test.
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tisoz
post Mar 10 2005, 04:29 PM
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QUOTE (GentlemanLoser)
So you've one sustained spell (mask, you don't want everyone to see your face... for example)

A few mistakes on calculations have been corrected, but I saw one more. Therefore I'll try plugging in the correct modifiers for the entire example.

+2 modifier for drain, +2 TN for success tests.
QUOTE (GentlemanLoser)
cast an offensive spell, take a box of drain because you have +2TN to your drain test (you're now at +3TN's).

+2 modifier for drain, +3 TN for success tests, -1 Initiative modifier.

QUOTE (GentlemanLoser)
Then take a light slap (after armour/body) from someone still alive after your spell (your now at +4TN).

Why were you letting them slap you? ;)
+2 modifier for drain, +4 TN for success tests, -2 Initiative modifier.

QUOTE (GentlemanLoser)
With +4TN/-4 init you're in a world of trouble...  Try casting another offensive spell and suffer +4TN to drain...  Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

Your numbers are off, so they are not that bad.

Wear a mask, then you can drop the mask spell and can still conceal your identity. Use the mask spell to blend in. If you are using offensive magic, you are no longer blending so well. As an alternative, since you are a shaman, conjure a spirit and let it conceal you.

By dropping the spell, you only have your injury modifiers. Without sustaining the mask spell when you went offensive, you might have avoided any injury modifiers.

QUOTE (GentlemanLoser)
So it's really only me that thinks the sustaining penalty is too much?  It also doesn't matter how good/bad or experienced a mage you are, all mages suffer (baring the edge..) the same penalty for sustaining a spell?  I just don't like that...

Pretty much just you. Why should they not get the same penalty for sustaining a spell?
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mintcar
post Mar 10 2005, 06:07 PM
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When you get better you are able to handle bigger target numbers, you don´t get smaller target numbers because you get better.


Continue arguing this with us. I´m serious. It takes a lot of hard thinking to really get into the shadowrun system. I still have doubts about things. Then after arguing it with these other guys over the course of four pages I usually find that no matter what I think about it, there´s a logic to the way the rules stand that I just didn´t get before. Like someone told me not so long ago: It´s propably easier to change the way you look at it, than to change the whole system. The rules aren´t perfect. But we are all telling you that in this case, you´re looking at this the wrong way.

To get the same understanding of what is possible for your character that you get just by looking at the class description in D&D, shadowrun demands that you look into roughly thousand pages of rules (depending on wich books you use) and do a lot of math. You have to figure out your own concept and then recon how it´ll work out in play. This gives you a lot more possibilities, but it also gives the false impression that anything is possible. Would you be as dissapointed if the "increase" spells simply weren´t available to starting characters? Or could only be cast at foci, not without? I don´t think so. Maybe a little bit, but not as dissapointed.
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mintcar
post Mar 10 2005, 06:11 PM
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And good magicans center against penalties, so they don´t suffer as much at all. :)
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John Campbell
post Mar 10 2005, 06:31 PM
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QUOTE (GentlemanLoser)
"Most of the things you describe would be to powerfull if they could be done with no cost, at any time."

I agree whole heartedly with that.  There has to be some limitation.

But it's not a power level problem here, it's that all the (self) enhancement powers (without resorting to the 2 point edge) are near to useless unless each have a 15 grand per force focus.  There is no point using a +6 Body spell, to make your mage more robust to survive a combat when if you do cast it you'll have to hide behind the sam anyway.

And they're duplicating effects that that sammy had to buy tens or hundreds of thousands of nuyen of hardware and burn Essence to acquire, or, in some cases, can't get at all. The costs of foci, elementals, and/or initiating and Quickening are the only things that keep casters from being small gods right out of the box.

This is just the flip side of the periodic "OMG mages are so über-munchkin!" posts that appear here. They've noticed the power without noticing the costs and limitations of it. You're noticing the costs and limitations without noticing the power that they're there to limit.

QUOTE
But they can do it, if you start with a million new yen (kinda hard to explain if you're plaing a street type..) and just buy the appropriate focuses.

Starting resources aren't necessarily cash money. In fact, you can't get a million nuyen cash from starting resources... any leftover starting resource nuyen are divided by ten before they go into your bank account. Starting resources represent all the stuff you've put time and/or money into acquiring over the years. A street shaman may not be able to explain having a million nuyen cash, but having collected a few moderate-force foci over his lifetime is easier to explain, especially if he has a decent Enchanting skill.
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GentlemanLoser
post Mar 10 2005, 07:18 PM
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"Learn channeling.

Have your shaman channel a force 5 spirit.You get +5 Body, +5 Quickness, +5 Strength plus a bunch of other stuff. It doesn't need sustained, doesn't cost the shaman a single nuyen."

Oh. Where's this detailed?

:oops: Some of my numbers were off... Sorry...

Back to the cat chaman in Tiger form. With the +2 TN to all actions (including running, fighting, pretending to be a tiger, etc) why use this spell without a focus?

"Why should they not get the same penalty for sustaining a spell?"

I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

*Shrugs*

:)
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John Campbell
post Mar 10 2005, 07:36 PM
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Quickening, basically, eliminates the penalty for sustaining without a focus entirely. That 200-year-old Grade 30 Initiate almost certainly knows the technique, and has accumulated enough Karma over his lifetime that a dozen points for Quickening a spell is a pretty minor cost. On top of that, he's had 200 years to work on his Enchanting and manufacture foci for any spell he wants to sustain, and a high enough Magic rating that focus addiction isn't a problem unless he gets totally crazy with the buff spells.
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Tarantula
post Mar 10 2005, 08:23 PM
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Centering is also the way to avoid taking the TN penalties for sustaining spells. Which is of course, another metamagical technique that the 200 year old grade 30 initiate would obviously know.
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BitBasher
post Mar 10 2005, 08:33 PM
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Although centering can only be done once, as it takes a free action. You can center versus the drain penalties or the casting penalties, but they are two different tests, I don't think you can center for both.
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tisoz
post Mar 10 2005, 08:51 PM
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QUOTE (GentlemanLoser)
I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

*Shrugs*

A 30th level initiate probably knows every metamagic, or at least all of them that benefit him. People already mentioned Centering, which will in effect reduce that +2 modifier plus a bunch more. Quickening was also mentioned.

The mage with willpower 20, must have a high force increase willpower spell or be a dragon maybe, will be able to overcome a +2 to TN or drain much easier than the willpower 1 mage. Really, the willpower 1 mage should realize his limitations and not try casting while sustaining multiple spells.

Channeling is a metamagic detailed in Target: Awakened Lands, aka Target - Australia. I will bet you don't have it, so here are my cheat sheet notes (incomplete, but give an idea of how it works and benefits.)
QUOTE
Channeling

Contact spirits astral form
Conjuring test vs. (2xForce) - grade
Successes x 10 minutes for duration it lasts
Get to use spirits powers except Engulf, Materialization (needed for immunity  to normal weapons)
Increase Initiates Physical Attributes by Force
Channeling a Great Form grants Immunity to Normal Weapons and powers
At end of Channeling Resist (F)D Stun, if F>Magic Drain is Physical
Spirit owes no more services and departs
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mintcar
post Mar 10 2005, 11:08 PM
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cool. Didn´t know that
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JaronK
post Mar 11 2005, 12:07 AM
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QUOTE (GentlemanLoser)
Back to the cat chaman in Tiger form. With the +2 TN to all actions (including running, fighting, pretending to be a tiger, etc) why use this spell without a focus?

Because if he's being pursued, he could turn into a tiger and run away faster. Or he could turn into a bird and fly around. Or perhaps a large gopher so he could dig. Who knows? You honestly can't think of a use for a shapechange spell? Even just looking like a different human would be helpful.

JaronK
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mintcar
post Mar 11 2005, 12:14 AM
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JaronK. Take a look at my sketch of your character in the Art Attack thread. Sorry if I´m nagging you chummer, just don´t want you to miss it.
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Kanada Ten
post Mar 11 2005, 12:57 AM
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Ritual Magic can be used to sustain a spell for a period of time. Things that are to be done long before a run, such as Increased Ini, can be cast using this method.
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Critias
post Mar 11 2005, 05:32 AM
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QUOTE (GentlemanLoser)
I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

I find it wrong too. Luckily, so does the Shadowrun rules set, once you get past the BBB.

Seriously, dude. Get MitS, and read over it. Make your GM do the same. Then earn about 30 karma. Then be content. It's not as bad as you're making it out to be.
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The White Dwarf
post Mar 11 2005, 09:21 AM
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Theres not even an issue here. The author posed a question with a crappy frame to it. "How do you get around all the sustaining penalties, but without using half the things that get you around the penalties"... what kinda question is that.

Theres the focused concentration edge, centering, ritual magic, quickening, using spirits or even an ally, spell foci, and probably a half dozen other ways to bypass this issue. On top of the fact you really shouldnt be needing to sustain more than 1 or maybe 2 spells 95% of the time.

This aint dnd, there is no "buff us to super power" and then charge. Just deal with the penalties thru the channels provided and be smart about what spells to use when. Sustaining can hurt but its hardly as crippling as you make it sound to be. =/
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mintcar
post Mar 11 2005, 09:34 AM
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I´m feeling fuzzy inside thinking about how good the sustaining penalty, and other magic related game mechanics are. Instead of making spells the only, defining feature of magicans, like in other games—Shadowrun makes being a good magican a combination of different abilities. Like with the rules for decking and rigging and what not, this is to make the player feel like he´s a slick son of a bitch who knows what he´s doing. And it works because it actually takes some real effort and smarts from the player to utilize the possibilities.
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Eyeless Blond
post Mar 11 2005, 04:29 PM
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It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1. Maybe just lowering or eliminating the penalty while doing something that's clearly and necessarily related to the spell itself? It sucks having to buy a 90,000 nuyen focus just so you cn sustain the Analyze Device spell *and* work on the device you just analyzed at the same time, or to take a +2 Tn mod for doing anything with magic Fingers on *top* of the +2 you already get for doing things "by remote"..
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Kanada Ten
post Mar 11 2005, 05:32 PM
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QUOTE (Eyeless Blond)
It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1.

What about a Metamagic that reduced the time to perform Ritual Magic? Like, divided by the Initiate's Grade, or additional dice to reduce the time? I've considered one that allows a mage to sacrifice a Sorcery die or Magic point to sustain a spell, as well. Not for regular level PCs, but I'm a stingy bastard.
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Nikoli
post Mar 11 2005, 05:36 PM
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Nah, use their magic pool 2 dice per, make it require a metamagic technique to acomplish. They can support up to their grade in spells this way.
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Eyeless Blond
post Mar 11 2005, 05:45 PM
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QUOTE (Kanada Ten)
QUOTE (Eyeless Blond @ Mar 11 2005, 11:29 AM)
It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1.

What about a Metamagic that reduced the time to perform Ritual Magic? Like, divided by the Initiate's Grade, or additional dice to reduce the time? I've considered one that allows a mage to sacrifice a Sorcery die or Magic point to sustain a spell, as well. Not for regular level PCs, but I'm a stingy bastard.

Hm. Make it one Spell Pool die per Force point of the spell being sustained and ou've got a good candidate for a house-rule. It's certainly no worse tha using Hacking Pool to supress IC.
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