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Jun 20 2007, 01:18 PM
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#426
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
As a head's up, I'm keeping very busy at work and in my personal time, so I am more liable to make silly mistakes in my note taking. Please do be sure to double check me as I work.
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Jun 23 2007, 06:59 PM
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#427
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Looking for proposals on how to best integrate the idea of Awakening during life into the rules, as well as the idea of young Awakened spontaneously using magical abilities despite not being able to default. In particular, the tension between the existence of the Assensing test and the flavourtext implication that testing for magical ability is more than a matter of sending someone with high Aura Reading into a classroom for at most (number of students)*3 seconds needs to be resolved.
Note that I am emphatically not looking for a way to allow a mundane adult to Awaken. As noted above, however, the flavour strongly suggests that it's much harder to determine if a child has magical ability than the rules suggest. Also looking for opinions as to whether the current 1% Awakened population number should be reduced, and if so by how much. ~J |
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Jun 25 2007, 01:25 AM
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#428
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Spell Defense. Should it exist? I'm really not keen on the idea of the people least vulnerable to magic being the people who can use it, but I'm willing to listen to arguments to the contrary, especially since it would muck with several metamagics.
~J |
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Jun 25 2007, 01:31 AM
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#429
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Why not have it as just a metamagic, then? In a visually appealing "mage duel" sort of way, I like the idea of folks blocking spells cast at them, locking in a contest of magical might with another spellcaster, yadda yadda yadda (so I don't think it needs to be removed completely). It's also great when a team mage can help a group work like a team, by exerting himself to protect them from incoming mojo. But I can agree that it feels weird sometimes, so I wouldn't mind if it were harder to get ahold of, rarer to run into, and that sort of thing.
It seems like making "spell defense" a choice upon Initiation (and having those other metamagics require it as a prereq) might be a decent compromise. |
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Jun 25 2007, 01:40 AM
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#430
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I like that idea. Anyone else?
~J |
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Jun 25 2007, 05:55 AM
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#431
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
Seconded.
I play mages and I keep forgetting about it. I think making it a metamagic (or beefing it up a tad and THEN making it a metamagic) would be a great idea. |
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Jun 25 2007, 01:33 PM
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#432
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
I looked at the THE MAGICAL CHILD section throughout Grimoire 1 & 2 and MitS and noted it has barely changed though MitS did clarify the assensing requirements. None of them really suggest it is that much more difficult to determine a potential mage then an actual one though exact talent is indeterminable. Any less obvious sources I've missed? MitS repeats the line "An angry child may, for example, hurl a low-power spell" despite the prohibition on defaulting you noted (I had to look it up because I still thought you could default as in earlier editions). Grimoire [ Spoiler ] MitS [ Spoiler ]
Mageocide :) |
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Jun 25 2007, 01:59 PM
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#433
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
I also would like to see spell defense tied in as a metamagic. That would be interesting to see. However, on the flip side, we either need to up the drain on magic or up the natural ability to resist magic. Either one would be fine to my thinking.
For the manifestation of magic, are you just looking for flavor text? You said specifically excluding the awakening of magic in an adult, which seems to me would be a critical part of the rules for the awakening of magic in a child. Regardless, this is a spot where I like how SR4 does it. Magic should start at 0 and be bought up like an attribute. I'm tired of every mage already being full powered straight out of the gate. Just reduce the cost for being a mage to compensate, or use the system Sphynx was working on which really worked well at mixing and matching stuff. The 1% is fine. Remember that most of them are probably adepts and aspected. The only reason we assume everyone is full mage is because that's the sort of characters we make. We need to see a lot more aspected mages in the opposition. They're still super useful, after all. They can still make wards (or did we open that up to mundanes too?) |
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Jun 25 2007, 02:19 PM
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#434
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
They have, it's called Shielding ;)
This is why I'd keep spell defence available, it makes the mage drag valuable spell pool away from overcasting his spells by allocating it for the team's defence. Initiates would only get the metamagic version if prereqs necessitated it, they can already use spell pool for their own defence so the team mundo's would be the ones who'd suffer. Quick history. SR1: Dice allocated to those in sight from Magic Pool added to all team mate's resistance tests. SR2: Dice allocated to those in sight from Magic Pool split between team mate's resistance tests. Slightly nerfed version of SR1. SR3: Dice allocated to those within Mx100m from Spell Pool & Sorcery counters spell caster's success. Bit more complicated and probably most powerful version. If revising spell defence I'd vote for simplicity of 1 or 2, depending on how powerful people want it. (edited spelling) |
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Jun 25 2007, 11:40 PM
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#435
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
For what it's worth, I'm deeply against this idea. I can probably be convinced, but it will take some impressive arguments. Why would we need to increase drain or the ability to resist magic? For the most part, it'd only be spellslingers who would suddenly be more vulnerable, and they've gotten too good a ride as it is IMO. We also probably need to make Otaku more powerful and specialized and just plain creepy. ~J |
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Jun 26 2007, 01:53 PM
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#436
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
It provides a roleplaying experience available in SR4 and SR3. If you look at previous SR canon, there are examples of characters like this (such as Twist). It also allows for a little more customization (for people who don't want to be super mages). I don't think it adds anything mechanically, but it does add options for roleplayers.
Generally resisting magic is a function of willpower or intelligence, which most mages have in spades. The people who become more vulnerable aren't the spellslingers, but the spellslinger's group. Right now it's relatively easy for anyone to avoid a 9M ranged attack. However, it's almost impossible for Joe Sam to avoid a force 5, M level manabolt. You can't dodge, you can't wear armor, you can't use any pools, and if you don't have the appropriate attribute, you're pooched.
I concur. If we keep Otaku, they need to be different from deckers and genuinely frightening. |
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Jun 26 2007, 02:19 PM
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#437
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
IMO, the best way to handle this would be to add some decent-sized Flaws that either surrender all Spell Points or bar the character from taking Magical Skills (I don't like the second part as much). Besides, I hate roleplayers ;)
Right, but that's just as true now unless the team has Jim Friendly-Mage sitting around burning most of his abilities guarding Joe Sam. I may be a bit biased, since I'm a player in a group where we haven't had a PC spellcaster for more than five months out of the three years we've played, probably less--I suppose teams accustomed to having the protection might miss it more. I'll think about it, and anyone with an opinion please weigh in.
Removing Otaku is not on the table. It will take something seriously world- or game-breaking that I have completely missed to put it on the table. Anyone who wants to change my mind is free to try, but I can't think of a reason to consider it.
This, however, I fully agree with. Too many of the "bizarre" character types (shapeshifters, Otaku, ghouls to a lesser extent) are far too humanized. They need to become unheimliche. ~J |
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Jun 26 2007, 04:25 PM
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#438
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
It could be handled by flaws (if you're using point buy). I just don't see any reason to do that. I mean, why not set Strength at 6 and have flaws that lower your strength? Seems unnecessarily complex.
Could be ;) I'm guessing your GM has scaled down magical threats as a consequence, but I feel that scaling down common threats to fit the team is less than fully desirable. It would be like saying since the party doesn't have a rigger, Lone Star shouldn't use armored vehicles any more. Currently magic vs. mundane is so unbalanced there is no reason beyond price why every self respecting corporation should have a spell slinger of some grade on hand. He is worth four or six standard security guards. |
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Jun 26 2007, 05:37 PM
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#439
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Well, there's also the fact that the Sam has a Willpower of, IIRC, 9.
~J |
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Jun 27 2007, 02:29 PM
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#440
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
That... would make a difference. I don't have mages in my group with 9 willpower.
Yes, I'm starting to think your group may not be the best test bed for some of these rules : P |
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Jun 27 2007, 04:20 PM
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#441
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Yeah, we're a good test group for highly-optimized characters, but feedback from more normal groups is highly appreciated. Unfortunately my experience is that most of the groups mathematically inclined enough to give high-quality feedback are optimizers themselves...
~J |
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Jun 27 2007, 09:25 PM
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#442
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
In my experience spell defense is a very key part of your basic necessities and I would err on the side of making it too strong and available rather than too weak and not available.
This is because I have seen mages using Control Thoughts consistiently devastate groups of characters who didn't have the juice to defend. I would never consider sending a group of non-trivial NPCs up against the PCs now without them having at least one magician who, if nothing else, just sits there focusing on spell defense. |
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Jun 27 2007, 09:47 PM
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#443
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
See, here I think of Control Thoughts as too difficult to use to be threatening most of the time—the drain code is moderately nasty, it needs to be cast at high Force (6 is pretty much a minimum, IMO) so that gets compounded, the TN is probably high (where "high" is anything above 4, since it's resisted), and they get to resist a second time if you tell them to do anything interesting (and only need one success to resist if you haven't stayed with them the whole time). At least with Control Actions you can make them shoot themselves in the head without giving them another chance to break free.
That said, if magic is going to be made more resistible, I'd like to make it more resistible across the board—not just when Yet Another Spell-Slinger is nearby protecting you. ~J |
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Jun 28 2007, 12:57 PM
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#444
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
The only way I can think of to deal with the issues many people have with overpowered magic is to find a way to furthur discourage mages from dropping all their dice on offense. I have only seen this done as an act of desparation, so I have not had it as an issue and similarly have not had mages who were horribly game-abusive (despite one built on misunderstandings of bioware and layered armor).
I suppose you could discourage this by having a few battles where after the PC mage blasts everyone, the NPC mage uses a held action to get into range and drop a massive powerball right on the PC mage. But I'm sure players who choose to be problematic in this regard will see that as another challenge and will immediately invest in lots of sheilding foci. |
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Jun 28 2007, 11:22 PM
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#445
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Be that as it may, I have experienced much personal aggravation due to that spell as the GM, as helicopters carrying lots of grunts ready to open fire on the PCs would do things like crash themselves due to a single successful CT on the pilot. Now that I am older and wiser I would use drones or remote riggers or something and thus pwn the players for reading up on magic and not reading up on the electronic warfare rules, but I have personally felt Control Thoughts to be disproportionately effective compared to all other approaches and tactics attempted by my players in times past. |
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Jun 29 2007, 12:24 AM
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#446
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Hm. Personally I don't have a problem with Spell Defense; if we don't have it we'll have to nix Spell Pool entirely to ensure that mages don't dump 2*Sorcery into every spell they ever cast. My view of spellcasting in the battlefield is that when you have two mages on opposite sides, their goal should be to cancel each other out. Eliminating Spell Defense, even making it a metamagic, robs the game of that source of equilibrium. If you want to give mundanes an easier time dealing with magic, you do it by increasing the number of ways that a mundane can counter magic. You increase magical/spellcasting/spirit-power TNs due to Essence loss. You add range/visibility penalties to spellcasting/spirit power targeting. You allow dangerous drugs/widgets onto the market that create astral background count; hell, you make background count more common. What you do NOT do is eliminate the only thing that a spellcaster can spend his Spell Pool on, other than pounding the opposition, thereby turning every spellcaster on the field into a giant glass cannon.
Creepy, eh? Well, one of the (very VERY few) things I liked about the SR4 version of Otaku was how they remade Sprites. It was a separate skill group that the Otaku bought up, and worked much like a digital version of Conjuring. Spawning semi-intelligent computer processes seems to hit a bit more on the creepy side than what we have now.
Heh. While I don't share Kag's disdain for roleplaying (:P), I agree that it's probably not a good idea to bother with something like this. It's really not so important in the grand scheme of things; if someone wants to RP a kid who just Awakened then the GM can just come up with something for that special case. I view this kinda like rules for going to the bathroom; we just don't need to provide something that just isn't an issue for the vast majority of people, and should rightly should be up to the particular group where it so happens to be important (someone trying to run an SR:Hogwarts game?).
Anyway, why isn't this all in the Awakened thread? I guess it's because that thread has kind of fallen into a procedural hole, but shouldn't we be getting it unstuck first, as it's dealing with issues that are somewhat more fundamental than these? |
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Jun 29 2007, 12:33 AM
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#447
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I don't play a lot of mages, but for the one I'm playing now, all of the trial combats I've run him through demonstrate that Drain and the ability to have more than one pass per turn take care of this just fine.
I view that equilibrium as inherently undesirable in the first place, but if we accept the previous point as a problem, this just amplifies it—the mages only dump huge pools into their spells when there isn't another mage to oppose them.
Again, there's also resisting drain. Maybe we should get an example Mage and set of targets in here to run numbers on? I'd volunteer mine, but he's not heavily combat-oriented in the traditional sense.
Because it isn't about Essence, Astral Space, or the Awakened, it's about Sorcery. I'm trying to keep some focus in the threads so they don't become catch-alls, though at the expense of this being a catch-all. ~J |
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Jun 29 2007, 01:50 AM
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#448
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Moving Target ![]() ![]() Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
In a similar vein to riggers with combat and control pools, the mage on the offensive will cast well (i.e. use spell pool) for one action and then shoot their firearm aided by combat pool. This is an efficient use of multiple pools. I would more readily retitle the spell pool the 'spell defence pool' then I would remove spell defence. Spell defence is the mage's most noble use for the pool ;)
I agree with the general sentiment here emphasising that I like essence affecting magic resistance but that the common barely cybered mundane should be meat for the mage. As an aside, at what point of cyber prosthesis should a character gain an Object Resistance to thwart some physical spells? Full body? More than 3 limbs? :cyber: |
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Jun 29 2007, 02:50 PM
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#449
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
I agree with EB on everything EXCEPT the Magic starting at 6 point.
Currently a standard group (as in, not the type Kage plays in) cannot run without a mage in the canon setting. One mage can basically rape them up down and backwards. The only effective defense against mages is another mage. Now I don't think we need mundanes and magicians to be balanced, but one cannot be completely and utterly defenseless against the other. And like EB said, the way to fix this isn't to make it more difficult for mages to protect mundanes, but to make it either more difficult for mages to do their stuff, or easier for mundanes to fight back. Hence, making spell pool a metamagic is a poor idea, however increasing drain codes, allowing mundanes to build wards, etc. would directly address the problem at hand. re: magic rating at 6, what other attribute do we have that starts at its maximum and goes down? Why is it that a mage with 40 years experience casts his fireball with the same radius as someone who just awakened yesterday? Magic, like strength and everything else, should be something that increases with practice. Now granted, we COULD make everyone start out with 6 Strength as well, and have flaws to lower that Strength, but why would we want to do that either? EB argued that this shouldn't be a focus because it's such an unusual case. The reason it's an unusual case is because the rules don't allow for any other case. In SR4 it certainly isn't unusual, nor should it be. I think the paradigm used in SR3 is fundamentally flawed. This is one of the few changes made in SR4 that I really agreed with. |
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Jun 29 2007, 03:24 PM
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#450
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 |
More answers later, but here: Essence. ~J |
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