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> Street Magic, So much for one book's enough :(
Critias
post Mar 17 2005, 08:02 AM
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QUOTE (mfb)
heh, same here. i didn't like the idea when i first heard it, but it's grown on me.

I have broadened your horizons!

The concept of people being able to eventually gain magical potential later in life gets easier and easier to comprehend/agree with stuff like SURGE and the steadily increasing mana level. Groan if you want, general DS population, but (with my other players' and GMs' permission) I just "bought" Adept ability for a long-standing street sammie of mine. He'd SURGEd previously (much to my chagrin) and ended up with astral vision; it wasn't a far stretch for me to sit and think, a hundred karma later, that maybe taking the plunge would be both cool and possible. SURGE was described as the mana level rising, and in a way sort of "lowering the bar" for who made the cut to become a metahuman of some sort, weakly Talented in some way, or otherwise mutated/changed by magic taking root in them. How big of a stretch is it to go "well, this guy spontaneously changed into a metahuman when SURGE hit...who's to say this metahuman couldn't become an Adept as a result?"

But, that's just me. That's just how I see it. I spent a bucket of karma on it, squeaked by with 1.1 essence (just enough for a single magic point), and now have a ton of different directions I can take with a character that was otherwise in danger of becoming -- dare I say it, at 250 or so karma -- a little stagnant and predictable. I'll never feel like I'm running out of stuff to spend karma on, never feel IC like he's done learning, blah blah blah, on and on. No one had a serious issue with me doing it, and I'd say the character's far from game breaking (or, if he is, he was at least as game breaking before as he is now, and either way it just had to do with him being an experienced, high-nuyen and karma, character).

I'd love some official rules for this sort of thing, all the same. Given they've mentioned over and over again (both in fiction and in sourcebooks) that even the rigorous Tir Tairngire (for instance) magical ability tests miss people, that many people Awaken well after their teens, etc, etc...it'd be cool to have some rules somewhere, even optional ones, to show how to handle that sort of thing if it comes up in a game.
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fistandantilus4....
post Mar 17 2005, 08:45 AM
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QUOTE (UpSyndrome)


EDIT: Also, I hope they don't do it like WOTC, who seems to think that they won't sell books unless they add in slightly more powerful feats/new races/base classes that completely escalate the game over time. A number of people I know have come to hate that style (mostly DMs).

-Joe

Echo that
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mintcar
post Mar 17 2005, 10:03 AM
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I agree that magic should be bought by the point. But I think that some abilities should come automaticly to anyone with astral senses (eccept in special cases). Only if your a weak magican, youŽll not be able to use those abilities very well. For example all magicans would be able to astraly project (again, if your tradition allows it), but if you have only 1 magic point it will be lethal to stay projected more than an hour. When you get magic 2 youŽll automaticly be able to conjur force one watchers. All magicans should be able to use spell defence, warding, despelling, banishing and so forth, even though they are limited by your magic rating either directly or through a skill that is connected to magic rating. It makes more sense that some things are more or less instinctive when you gain magical senses, and you can get better at using them with the help of a handfull of skills or simply by improving your magic rating. I would hate to see a system were all powers are essentially spells you have to choose.
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Jrayjoker
post Mar 17 2005, 04:46 PM
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QUOTE (Critias)
But, that's just me. That's just how I see it. I spent a bucket of karma on it, squeaked by with 1.1 essence (just enough for a single magic point), and now have a ton of different directions I can take with a character that was otherwise in danger of becoming -- dare I say it, at 250 or so karma -- a little stagnant and predictable.

I think that a logical corollary to your statement here is that if you drop below 1 essence you cannot buy magic on a per point basis. Or do you think that gaesing should be able to take care of that?
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Jrayjoker
post Mar 17 2005, 04:39 PM
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QUOTE (mintcar)
I agree that magic should be bought by the point. But I think that some abilities should come automaticly to anyone with astral senses (eccept in special cases). Only if your a weak magican, youŽll not be able to use those abilities very well. For example all magicans would be able to astraly project (again, if your tradition allows it), but if you have only 1 magic point it will be lethal to stay projected more than an hour. When you get magic 2 youŽll automaticly be able to conjur force one watchers. All magicans should be able to use spell defence, warding, despelling, banishing and so forth, even though they are limited by your magic rating either directly or through a skill that is connected to magic rating. It makes more sense that some things are more or less instinctive when you gain magical senses, and you can get better at using them with the help of a handfull of skills or simply by improving your magic rating. I would hate to see a system were all powers are essentially spells you have to choose.

Interesting thoughts. I like the limits you are imposing, but why should a mage be able to summon a watcher "automatically"?
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Critias
post Mar 17 2005, 05:06 PM
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QUOTE (Jrayjoker)
I think that a logical corollary to your statement here is that if you drop below 1 essence you cannot buy magic on a per point basis. Or do you think that gaesing should be able to take care of that?

I've always been under the impression that once your Essence dropped to .99 or lower, you were out of luck, Geasa or not. I've never had it be an issue before, mind you, so haven't bothered to really read up on it -- but it's been my assumption from the get-go. I'm not sure if it's the actual rule or not, just my gut feeling. If your Essence is 1.0 or more, you can Geasa 'till you're blue in the face and whallop people with Force Hojillion mojo (if you've got the Geasa, etc, to cover it), just fine. Once it drops below 1.0, though, poof goes the mana (in my mind, at least).
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Wireknight
post Mar 17 2005, 11:30 PM
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One thing that never sat well with me, and that I have never personally used, was the ability to pre-decide that some of your Sorcery skill is being used for purposes of boosting your spell defense. I think that one's Spell Pool ought to be calculated similarly to Combat Pool (i.e. a (1+2+3)/2 instead of a (1+2+3)/3) and that only spell pool, not spell pool plus an arbitrary number of Sorcery dice, ought to be the sole determination for spell defense and shielding.

I've managed to get along well enough avoiding the complexity of having to keep track of what my actual effective Sorcery is, by having my characters rely on spell pool for defense (much like in physical combat, I rarely use available dicepools to augment attacks, keeping conservative so that I'm prepared in case someone steps out of left field with a tremendously hard to dodge/resist spell or attack). I hope part of the streamlining process addresses this. It seems to unnecessarily complicate spellcasting, as well as making it work less like shooting or punching.

I like it when things work pretty similarly on the base level, as it makes learning new-but-similarly-rooted situational rules that much less painful. It's the fact that decking and rigging are so totally divorced from any other rules subset in Shadowrun that has made me hesitant to really crack open the books and spend what would be an inordinately large amount of time learning the intricacies of the systems.
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Fortune
post Mar 17 2005, 11:47 PM
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I have no problems with the idea of 'purchasing' Magic at chargen on a point-by-point basis. I just don't want to see 'in-game purchasing' of Magic by previously non-Awakened characters. In my opinion, if you want to play someone that Awakened later on in life, just play an older character. Magic should be solely a choice made at chargen. I have never seen any PCs, Awakened or not, that have absolutely nothing on which to spend their Karma.
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mfb
post Mar 17 2005, 11:50 PM
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i don't think it's fair to take away a player's chance to play through the drama of Awakening. that can be some really, really good roleplaying--why relegate it to a one-page history that nobody every reads?
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Fortune
post Mar 17 2005, 11:51 PM
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QUOTE (Wireknight)
One thing that never sat well with me, and that I have never personally used, was the ability to pre-decide that some of your Sorcery skill is being used for purposes of boosting your spell defense. I think that one's Spell Pool ought to be calculated similarly to Combat Pool (i.e. a (1+2+3)/2 instead of a (1+2+3)/3) and that only spell pool, not spell pool plus an arbitrary number of Sorcery dice, ought to be the sole determination for spell defense and shielding.

That's how I always run things (except I don't recalculate the Spell Pool in a manner similar to the Combat Pool). Spell Defence, in my opinion, should be solely a factor of the Spell Pool, and Sorcery shouldn't have to be split in a way unlike any other skill in the game.
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Fortune
post Mar 17 2005, 11:53 PM
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QUOTE (mfb @ Mar 18 2005, 10:50 AM)
i don't think it's fair to take away a player's chance to play through the drama of Awakening. that can be some really, really good roleplaying--why relegate it to a one-page history that nobody every reads?

That's fine, and easily workable. Just purchase (latent) Magic ability at chargen, and then Awaken 'in-game' and improve it from there.
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Kanada Ten
post Mar 17 2005, 11:48 PM
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I think they should be able to buy magic post chargen (now), but the price should be very heavy and might even require bonding with a spirit or similar. Maybe for them it costs karma each time they cast a spell, or makes their Essence unstable.
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mfb
post Mar 17 2005, 11:51 PM
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which punishes the player for good role-playing; 30 build points is a lot to be spending on something that isn't of immediate use to your character. it also locks the player into playing a certain type of character--a restriction which doesn't exist for any other character type. a character that starts out as a decker can easily build himself into a street sam, or a rigger, or a face--and vice-versa. with the Awakened, you're locked into or out of it from the get-go, which makes for static characters with less opportunity for development.
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Fortune
post Mar 18 2005, 12:01 AM
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And the ability to purchase Magic ability later in the game punishes the player that wants to start as a Mage, because Build Points do not equate in any logical way to Karma Points. I think you should have to pay the cost for the ability to use Magic, whether or not you actually start out as a Mage or not.

Hopefully this is something that will be addressed in the new (and improved?) rules. I do think it would make more sense to have Magic be purchaseable incrementally in SR4 though.
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mfb
post Mar 18 2005, 12:15 AM
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build points don't currently equate in any logical way to karma.
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Fortune
post Mar 18 2005, 12:42 AM
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Hence my statement ...

QUOTE
Hopefully this is something that will be addressed in the new (and improved?) rules.


;)
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Cynic project
post Mar 18 2005, 01:06 AM
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Who can say that you can't run shadowrun out the main book? Yes, you can use otehr books,and they do add a lot of detail to the world, but you do not need them. You just would like them.
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mintcar
post Mar 21 2005, 01:32 AM
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Jrayjoker: ...if he has the conjuring skill, the conjurer would have the ability to conjure a force 1 watcher when reaching 2 points of Magic attribute. It would still require a roll.
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sapphire_wyvern
post Apr 28 2005, 06:15 AM
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QUOTE (Crimsondude 2.0)
The problem is the utter lack of basis for most of the newer totems (I'd say at least half of the totems listed in MitS) in NA beliefs.


No one ever said those totems were for characters from NA.


Incidentally, for further streamlining of the rules, why not create a single set of rules for both ritually and spontaneously summoning spirits, which magicians of all traditions can use?

I don't see any real reason why a Hermetic, who can spontaneously cast spells, shouldn't be able to spontaneously conjure an elemental for immediate service.

I also see no reason why a shaman, who can use ritual Sorcery, shouldn't be able to ritually summon a nature spirit for extended service.

I see no reason why the two traditions need different rules or associated summoning costs.

YMMV.
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sapphire_wyvern
post Apr 28 2005, 06:17 AM
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QUOTE (Fortune)
Hence my statement ...

QUOTE
Hopefully this is something that will be addressed in the new (and improved?) rules.


;)

QUOTE
mfb said:
build points don't currently equate in any logical way to karma.


I've been trying to convince The Powers That Be that SR4 should use a system where build points and experience (ie advancement) points work the same way.

I'm glad to see a few more people agreeing with me. :)
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Club
post Apr 29 2005, 05:16 AM
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I've always felt that you can run anything in shadowrun (With the possible exception of a rigger) without the expansion books. You might not have as many options, and might have to impovise a fair amount, but you don't need them.
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Taki
post Apr 29 2005, 12:38 PM
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QUOTE (mfb)
build points don't currently equate in any logical way to karma.

I does quite agree : they should !
-> more simple and logical
-> doesn't push player to min/max as SR3 did (some will still continue min/maxing - but they wouldn't be abusively advantaged as before)
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Patrick Goodman
post Apr 29 2005, 01:09 PM
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And I still maintain that min/maxing isn't a problem with the game, it's a problem with the player.
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audun
post Apr 29 2005, 01:32 PM
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QUOTE (Patrick Goodman)
And I still maintain that min/maxing isn't a problem with the game, it's a problem with the player.

Is it really a problem? If you use the rules to get the character you want to play are you a bad player? No.
If you use the rules to create a combat monster, so what? If it really doesn't fit the style of the group you play with, it is of course a problem, but it doesn't have to be.
Is min-max-ing unbalancing? Depends on the style of play and the GM. If the max's outdo the min's that's has something to do with the style of play, or it's because the GM doesn't enforce the min's.
Min-maxing is not really a problem IMO.
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Moonstone Spider
post Apr 30 2005, 01:10 AM
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Min-Maxing might be a player-related problem but it's still much worse for some systems than others.

Shadowrun is one of the worst as it massively encourages min-maxing, as opposed to games like Nobilis where munchkining is pretty much impossible, with the proviso that a player who is smarter and more imaginative than the GM is going to be a problem.
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