![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 69 Joined: 17-March 05 Member No.: 7,183 ![]() |
According to Magic In the Shadows initiates have access to the metaplanes. Anyone who has access to the metaplanes may go on an astral quests. They give several examples of quests an initiate can take. One of the quests allows a mage to aquire a number of dice equal to the quests rating to the test to learn a spell as well as lowers the amount of karma required to learn the spell by the quest rating. So in theory an initiate can learn every spell in the SR books at force two and nearly no cost or risk. This seems overpowered to me on one level but it's not much worse than someone with skill wires pirating active softs.
Do the GMs out there allow their players to learn every spell in the book using this method or do they come up with some way to limit them? |
|
|
![]()
Post
#2
|
|
Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
Overpowered as opposed to learning every spell at Force 2 Exclusive at chargen?
|
|
|
![]()
Post
#3
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
It's game time and play time expensive. Also, you need a formula to learn a spell, even if you make the formula yourself.
|
|
|
![]()
Post
#4
|
|||||
Target ![]() Group: Members Posts: 69 Joined: 17-March 05 Member No.: 7,183 ![]() |
At charachter generation you have to at least spend building points to get the spells. After a mage becomes an initiate they can learn all the common spells at low force for next to nothing. It'll take the average mage 6 to 8 hours per spell to learn them add to that the time to complete the astral quest.
You can steel the spell formulas that are published on the matrix but it does seem to be very time expensive. Still, Learning a spell is time expensive to with or without the astral quest. Spending a little time on the astral quest just lets you learn the spell for free and potentially makes the learning go much faster. |
||||
|
|||||
![]()
Post
#5
|
|||||
Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
No, actually you don't. At least, not according to Rob Boyle, who answered this very question for me a while ago.
|
||||
|
|||||
![]()
Post
#6
|
|
Target ![]() Group: Members Posts: 25 Joined: 26-March 05 Member No.: 7,239 ![]() |
I've always used the minimum-cost, along with the house rule that any spells achieved over the rating of the spell are thrown out. That keeps things fairly reasonable, since it makes resistance rolls easier, and thus makes the spell less useful.
The key is keeping an eye on the sheets your players are handing in. I'm a big fan of customization and pushing the limits, but there comes a point when it turns into exploitation. |
|
|
![]()
Post
#7
|
|
Moving Target ![]() ![]() Group: Members Posts: 407 Joined: 22-March 04 Member No.: 6,183 ![]() |
I have no problem with "free" spells. I actually suggested to a player of mine who has a hermetic that he take a few spells for free at chargen.
So far, nobody has taken all the spells in the book, or even taken that many free spells. I don't usually impose limits on these types of things, because I don't have to. |
|
|
![]()
Post
#8
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,129 Joined: 11-June 03 From: Tir Tairngire Member No.: 4,712 ![]() |
Indeed. While I do have to deal with a particular player that pushes the envelope when it comes to acting the munchkin, even he's never tried to start the game with a character with all spells at force 2 exclusive. I think even he thinks that would be lame, storywise.
|
|
|
![]()
Post
#9
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 ![]() |
We don’t allow an astral quest to reduce the karma cost below 1.
At char gen you must pay spell points equal to the karma cost of a spell. A force 2 makeover spell with eth exclusive limitation has a base karma cost to learn of 0. So it doesn’t cost any spell points to learn. It would be a reasonable thing to say min one in that case as well. My personally limitation is no more than twice the points of force. Lastly I believe another use of a astral quest was to acquire a spell formula, the target number being equal to the force of the spell. Thus for the low low price of 2 rating 5 astral quests and 1 point of good karma you can learn a force 5 spell. Edward |
|
|
![]()
Post
#10
|
|
Moving Target ![]() ![]() Group: Members Posts: 130 Joined: 25-February 05 Member No.: 7,119 ![]() |
My group uses the one karma minimum cost to learn a spell.
Generally we don't have a problem with magicians using astral quests to learn spells cheaply. After all, with the absurd amount of karma magicians need for everything else, if they're willing to risk themselves and provide with GM with great role-playing opportunities in the process, more power to them. |
|
|
![]()
Post
#11
|
|
Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 ![]() |
How often do you actually roll play an astral quest. We almost never have the time to do so, my GM doesn’t even bother rolling for any below force 4.
Edward |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 1st August 2025 - 04:59 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.