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Apr 19 2005, 10:54 PM
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#26
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
You've been running a game for a 3-4 months and the sammie has a bucketload of extra karma. He tells you that he'd like to have his character awaken.
What do you say? You tell him Yes, when it's appropriately dramatic and can fit appropriately into the plot, and work out the appropriate limitations. (like.. no sorcery, no conjuring, no adept powers.. but able to initiate and take metamagics pertaining to astral perception, adept-style centering, and enchanting are possible, as well as bonding weapon foci) Min-Maxer: You say 'fine, but we'll have to find a suitably dramatic way for it to happen, when it's appropriate to the plotline.' And make it appropriately dangerous (possibility of exploding into little min-maxer pieces is always good), difficult (requiring a dragon to perform part of it sounds good), and having side affects that make it different from a normal awakening (The reverse of normal astral perception.. have to work to NOT use it -- makes background counts hellish), plus all the appropriate limitations as given to the Street Sam above. ** Translation: Not quite Awakening. Not the massive power jump you'd get with mages and adepts, but a surprising increase in power for a Street Sam, and a lot of advancement potential with it.. masking + a few grades of initiate and all of the sudden you have someone who really can always shoot the mage first. Adept centering is devastating.. just think about what it can do coupled with 12 dice + smartlink. Even applying +2 TNs to everything while astrally perceiving (since the ability to turn it off is a lifesaver) |
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Apr 19 2005, 11:03 PM
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#27
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Moving Target ![]() ![]() Group: Members Posts: 338 Joined: 17-September 04 From: Pueblo Sector of Denver Member No.: 6,672 |
If anything magic needs to be less common, and more "spooky" and regulated.
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Apr 19 2005, 11:21 PM
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#28
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Moving Target ![]() ![]() Group: Members Posts: 511 Joined: 19-August 02 Member No.: 3,139 |
"Why didn't you make a mage in the first place? Would you like to make one now?" If though I had a campaign that had been going on for a ling time, then anything is possible - I'd just house rule it. I wouldn't want to see anything official on the subject.
Not much less common, but yeah, so that every corp from aaa to z doesn't have mages, elemetals, wards and such on watch at all times. I don't have aproblem with a runner group having more than one awakened char - after all they are the PC's and the main character of your story. |
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Apr 19 2005, 11:27 PM
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#29
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
I don't like how rare some people make magic in shadowrun games. It's shadowrun. A dragon was president (albeit briefly). In one game I played, the GM enforced it being really low-magic. Only one player was allowed to be magically able, and we did't even meet one enemy mage though the course of the game. What happened? The mage was practically untouchable. With no astral barriers, she could project anywhere. With no enemy mages, nobody had spell protection or similar. I'd almost consider having magic more common as a form of balancing to prevent this from happening. @Dawnshadow: What should make this any different from a normal awakening? Why should they be limited so, and have to fight their way up to any semblance of power, when anybody else who initiated up-to the mili-second before play started gets magic 6, astral perception, and lots of spell points (or full adept powers)? Why not just make it cost a drekload of karma? (Or have 'lesser magic-users' in the world, that players may start as if they wish, and say that any full mage has learned their way from that same point) |
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Apr 19 2005, 11:37 PM
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#30
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Why should they not include rules for it? To prevent people from planning awakening (as the min-maxer in my example)? Would people prefer a set of rules which made it specifically worse to min/max from mundane to awakened rather than starting awakened and gettin gother abilities later? What about the concept of a game where everybody starts-out mundane but awakening is noted as an option later? |
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Apr 20 2005, 12:26 AM
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#31
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
Lilt:
I wouldn't allow them to become adepts or magicians of any sort, because, first off.. I don't like the thought of people suddenly becoming fully awakened just because they threw a buttload of Karma at it after creation. Secondly.. it's a power jump at an EXTRAORDINARY level to go from competant street sam to competant street sam and "starting" magician, shaman or adept. Even taking into account magic loss from cyberware, or having it give a single magic point, regardless of current essence and bio index. What doing it my way permits is an increase in power.. moderately potent, with character development. Nothing says that after another few hundred Karma and an appropriate roleplay development -- for instance, befriending a mage group and studying with them, learning sorcery, initiation and so on -- the character couldn't initiate and gain 'sorcery' instead of a metamagic. They wouldn't get any spell points though. They'd have to learn the sorcery skill, and spend karma learning spells. I'd also allow things like the limitted astral projection metamagic.. and then after that, allow them to buy full astral projection. Basically, they're doing it after character generation, so they're going to have to spend a ton or two of karma and time to become a true mage/shaman. I really don't know if I'd allow them to become an actual adept though. Probably not, to be honest -- reasoning being, I think the nature of an adept is more internal, and any awakening post char-gen would HAVE to be forced in some way shape or form.. so external. Mages, shamans.. both of those are both internal and external, so could be developed eventually, with time and dedication. Adepts are internal only.. they don't interact with magic on the external side -- so no way to forceable become one. |
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Apr 20 2005, 06:49 AM
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#32
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
A mage can, after character generation, have lots of cyber installed and go part street-sam. If you can reach exactly the same character, exactly the same attributes and skills, then how is it broken to allow it one way and not the other?
Well I think we sortof agree that it should be possible to eventually reach the same sort-of character, what I disagree with is how it should be done. 'Initiations', clawing-up the magic ladder rung-by-rung, is unlike any other characters do it. At-least it's not how it's described as working. Spontaniously summoning a spirit, casting a spell, astrally percieving or projecting are, I think, probably the most common descriptions of people's first manifestations of magical powers. Whilst I agree that it will take time to learn, I think that what we need are modifiers to show that they haven't learnt yet rather than inventing rituals and rites for them to go through. IE: Congratulations, you just awakened, but if you ever astrally percieve then you're on a 4 point penalty to any actions until you learn to use it properly. You can default to Willpower for sorcery and conjuring, but you can't use spell defense or anything like that until you learn the relevant skills. Perhaps you manifested 1 spell or summoned 1 spirit? Good luck doing anything else until you seriously experiment or enroll and spend a term at a school for the awakened or get a magical tutor. Now I can see that as a process that everybody who initiates must go through, but not a system that forbids them from essentially being mages. That is to say, not unless lesser forms of awakened character types are created and preferably offered as character options at character generation (IE: Magic C might be only partially awakened without proper training). I'm just going for consitency here. Regardless of what it costs or should cost, two otherwise identical characters should be able to reach the same skills even though one may have taken Resources A and the other took Magic A at character generation. I suppose that gives you a sortof benchmark to see how much karma it shoudl take... Once the mage has the same worth of equipment as the sammie, the sammie should have had time to accrue and spend karma to attain the same magical potential as the full mage. Seem fair? |
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Apr 20 2005, 07:29 AM
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#33
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Moving Target ![]() ![]() Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
Seems fair (although the devil is in the details), but there's more at issue than just fairness. In particular, this needs to be handled carefully to avoid the perception that magic is common and easy to get. If the fiction says "it's hard", and the rules say "it's easy", players are going to look at the rules and do it because it's easy, and then it will feel easy to them.
So while I am supportive of enabling the possibility of late awakenings, I think that the up-front costs should be large in order to discourage too many people from awakening. It's not just another career choice that you take when you're tired of your other options, according to SR fiction, and to maintain the fiction the rules have to make it easiest to take magic at the beginning. (Note, for example, that it's easier to create a powerful starting street sam than a powerful starting mage, but if they both end up at the same place, then the mage has had to take the harder/more dangerous path to get there, which is really counterintuitive and not the kind of message you want to send your players to keep in tune with SR mythology.) |
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Apr 20 2005, 08:13 AM
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#34
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-April 05 From: France Member No.: 7,343 |
I do like the idea of a samy, integrating a whole new world, since he is able to perceive and astrally project ... lot of roleplay possible...
BUT : hey samy, want to throw a spell ? Just initiate a bit more ... Your talent is yet to much deep enclosed under your cyberware. (increase your magic so it overcome essence loss penalty) ... That way it is fairly balanced ... |
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Apr 20 2005, 08:24 AM
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#35
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Moving Target ![]() ![]() Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
I play teenagers first learning how to use their magical abilities when I want that kind of roleplaying experience. The "chrome god learns magic" doesn't really fit the SR world very well.
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Apr 20 2005, 08:32 AM
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#36
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-April 05 From: France Member No.: 7,343 |
Yes ... I doesn't fit very well in that world. I think it still can't be interesting to play. Since it is balanced and not incentive to power player.
(in my example the player of the samy will need to put the karma for ... 6 initiation to get a modified magic rating of 1, except if the magic score was existing for this character at the creation). Off course I think using magic worth more than that so the ability to be magicien or adept should be bought in karma as well. |
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Apr 20 2005, 08:36 AM
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#37
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
This is a good point. For example, the Sammy doesn't have to amass the huge amount of cash at once that he uses at chargen, and doesn't have to pay Street Index or any of the Surgery costs involved for implantation. The same can't be said for the Mage that wants to aquire a few implants after the game starts. |
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Apr 20 2005, 08:45 AM
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#38
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-April 05 From: France Member No.: 7,343 |
Yes ... the Sammy has to amass a hudge amount of karam instead of money
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Apr 20 2005, 09:00 AM
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#39
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
That only addresses part of the inequity, and only if you assume that it would cost an immense amount of Karma. There are no risks of death or mysterious cyber (unless included in the initial concept) involved for the Sammy when getting implants at chargen. There are no markups in price. No screwing around in an attempt to find an appropriate clinic. Personally, I think if the player wants to play an Awakened character, then he should create one at chargen. If he wants that character to awaken during the game, that's fine, but the initial costs should be paid prior to the game. |
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Apr 20 2005, 11:04 AM
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#40
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
I think that there are some assumptions being made here that aren't nessecarily true about SR4:
Assumption: That mages will be initially weak as they had to spend a lot on being a mage Possibilities: All Mages will start-off with a magic attribute of 1 under SR4 rules. This may mean that magic is cheaper, unless magic 1 gets you more than it did under SR3 Assumption: Sammies all still sport 1M :nuyen: pricetags on their purdy, chrome, butts Possibilities: Who knows what the chargen is really going to be like? Is it not possible that they're, *horror*, making starting characters less powerful and removing the 1M :nuyen: option? Another (possibly more likely) change is that they may need to spend Street Index at chargen, or that street index will be phased-out in favour of some things just costing more. That still, in-theory, runs the risk of mysterious cyberware. Then-again the mage can, if he affords some OK resources, buy some of the cyber/bio to start-off with whilst I don't think there's any way for the Sammie (unless low-priority mages become a possibility) to start part-mage. |
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Apr 20 2005, 11:22 AM
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#41
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,718 Joined: 14-September 02 Member No.: 3,263 |
The old Priority system is gone (that was confirmed somewhere, i think in a thread here). EDIT: That isn't to say that the old BP system is being used either. The creation system has been described vaguely as something that is similar in concept to the BP system. Building a sammie with magic was possible under SR3, even with the high mage costs. You just had to go with the BP system, and con your GM up to as high a BP as possible. :grinbig: The BP gave more options for cash amounts just below the million :nuyen:. Your groin didn't jingle like a windchime when you walked. You still has some essense left, and you didn't have the whizest 'ware. But then again you had to leave some essense anyway or burnout immediately. The main problem was that it didn't leave you with many build points for attributes and skills. You could use the min/max of Dorf to help a bit, but in the end you were squeezed for skills. All the extra BP for awakened without the ability to cast worth a hoot was a heavy load to bear, but it was possible. |
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Apr 20 2005, 01:49 PM
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#42
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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 can't comment on how it'd be in SR4. As for SR3... I'd set it up something like this:
There's an ancient artifact (or a series of them), pre fifth age. It's powerful enough that even the dragons take an interest in it. If you want to go after it, feel fee, but it'll be a long journey, and you're going to fight mighty hard for each magic point. Each point costs 20 karma, plus perhaps some more up front for that first one. As you go through your quest with your group (you ain't doing this alone, chummer), they get plenty of karma, you forego at least a good chunk for your power. Plus you need to learn all the skills and spells, and you have penalties until you get practice. As a kindness, essence holes (not essence currently taken up) will be 'healed' by the process. So if you're a sam, better start selling off that ware. |
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Apr 20 2005, 02:13 PM
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#43
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
Lilt: Quite right, it is very different from other characters doing it.
My reasoning for it is this: It ISN'T the same awakening. They aren't a naturally awakened person, they're someone that had the remotest potential to awaken (90% of the world doesn't even have that) but they wouldn't awaken naturally for the next thousand years or so-- including the mana spikes from the GGD and Comet. They're in the percentile that would be the VERY last to awaken. So.. if they awaken, they do have to claw their way up to the same power as a mage or shaman. It's not easy -- and it shouldn't be easy. Initiations, well, they're something already built into the rules. Initiating 6 times.. well, to my mind, that sort of price makes sense. They end up actually MORE powerful then a starting mage in many ways, because even with having to take sorcery, conjuring, limited projection, projection, they still have a metamagic that they can take -- and magic 6. And a high initiate grade, so if they take masking, it's really hard to pierce -- along with not having had even the possibility of geasa from implanting the cyberware. Mages, going the other way? Well.. that's easier karma wise. But they still have the problems with money, surgery, coping with magic loss.. finding a high level clinic to minimize magic loss. End result, if the two are trying to get to the same point.. well: Street Sam, 1.01 essence, magic 6. 1 metamagic. Initiate grade 5 Mage1, 1.01 essence, magic 7. 1 metamagic. Initiate grade 1. 5 Geasa. Mage2, 1.01 essence, magic 2. 1 metamagic. Initiate grade 1. Mage1b, 1.01 essence, magic 7, 1 metamagic, Initiate grade 6 (initiations to remove Geasa) Mage2b, 1.01 essence, magic 6, 5 metamagics, Initiate grade 5 You start to see how it works out.. the mage CAN potentially be more powerful, but most possibilities have some form of drawback that the Sam doesn't -- lots of Geasa, tiny magic.. the last 2 are more powerful, but they require the same buttload of Karma the Sam threw into awakening. Really does highlight why taking Geasa is stupid long term though, doesn't it? |
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Apr 26 2005, 01:25 PM
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#44
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 26-April 05 Member No.: 7,360 |
As a GM I have always hated the very idea of magically active characters with high amounts of cyberware or bioware. If you want an awakened character that's also a combat monkey go with a Magicians Way adept. I have always felt that heavy cyberware should be the death of magical ability, that's why shadowrun has burned out mages, people who stuck metal in their body and paid the price for it. The idea that an experienced Street Sam, an absolute combat monster, someone who is full of wires, silicone and titanium, someone who has been shot to pieces multiple times (that's put on a deadly wound, that thing that tends to eat up a magic user's power), someone who has probably pumped themselves full of all sorts of wonderfull chemicals to get through a run (another thing that tends to eat of magic points), that character suddenly displays magical ability, even with a magic rating of one, with no geasa of any kind. I don't care how much karma it costs, that's Munchkin City.
However, I do agree that the idea of a character becoming awakened during the course of a campaign has roleplaying potential. With the new SR4 rules requiring Magic to be bought up from zero like any other attribute I personally would allow a player to start with the potential for becoming awakened, that is giving themselves a magic rating of 1 but absolutely no magical skills of any kind. Standard surgery, innoculations, etc should not strip away this point of magic (Awakenings and MitS have implied that people with magical potential don't appear to lose that potential from invasive surgery or injections until after their power expresses) But should that mundane character start inserting cyberware, at least before they express their talent and start to improve it, then the potential is lost. I really do not want magic to become more common. I think I could live with a change to the way awakened characters are created at CharGen, I have no problem with the current system but I'm prepared to give the new system a look before I make up my mind. What I don't want is a system that allows everyone to throw in a bit of magical ability along with whatever else they decide to be. Magic is rare in Shadowrun, less than 2% of the worlds population have the potential for magic, less than that actually discover and make use of that potential. The power of magic is why magicians so often end up in corporate or government organisations opposing shadowrunners, the variety in human nature is why so many of those magic users reject the corporate or government leash, either before or after it is put on, and join the shadow community or some other shadowy organisation. The rarity of magic is why people fear it, why reactionary groups exist in shadowrun, because magic isn't common enough for people to become exposed to it in a good way and stop being afraid. That is something I really don't want to see change. |
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Apr 27 2005, 03:26 PM
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#45
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Moving Target ![]() ![]() Group: Members Posts: 136 Joined: 10-April 05 From: Vienna, Austria Member No.: 7,312 |
I really despise the argument of "how rare magic is in SR3 Universe". In my typical game of SR there are 3 to 5 players sitting arround my table. Even if all of them where Magic Users of some sort it wouldn't change the low percentage of awakend Characters in the SR Universe as there are still Billions of mundane people arround. As for statistics, how many people do you think can afford hundrets of thousands of :nuyen: to go samurai?
For a Reflexbooster 1 I could live a low lifestyle for 55 Months or more than 4 and a half years without having to raise a thumb (so much for the "realism") without considering street index, OP Cost, healing, physiotherapiy, etc. |
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Apr 27 2005, 03:57 PM
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#46
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 26-April 05 Member No.: 7,360 |
I didn't mean that the rarity of magic in the SR universe should translate to restrictions on becoming an awakened character. I was responding to the title of this forum "Should Shadowrun 4 make magic more common", perhaps I misinterpreted it. I didn't go quoting the SR statistics on magical ability to make a case for higher costs for magic users or some sort of restriction on how many you can have in a group. Magic users are incredibly rare but their talents are incredibly valuable so a disproportionate amount of them end up either as shadowrunners or working against shadowrunners. Therefore a team made up entirely of the awakened is not improbable. What I don't want to see is a change in the SR universe, any sort of indication that the number of magic users in the world (NOT the number of magic users in the shadow business) has suddenly skyrocketed. The rarity of the awakened is part of their mystique and I want that to stay. |
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Apr 28 2005, 12:45 AM
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#47
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Moving Target ![]() ![]() Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
If you make magic too cheap (or free) at character creation time, it's going to seem as though magic is extremely common and easy to get, though. Because, after all, for players it is extremely easy to get. Even with the current costs of magic, it's hard to maintain the illusion of magicians being rare.
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Apr 28 2005, 12:56 AM
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#48
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Decker on the Threshold ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
I just find it rather odd that magic is considered exceptionally rare at all in SR. 1 in 100 is hardly "Different with a capital D". Hell, I have albinism; that's a population of 1 in 17,000. There are still nearly a million of us. Compared to that, magic is closer to the number of people that need glasses today.
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Apr 28 2005, 01:35 AM
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#49
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Moving Target ![]() ![]() Group: Members Posts: 778 Joined: 6-April 05 Member No.: 7,298 |
It's intermediate in rarity--less common than color blindness, about the same as having naturally red hair (as I recall--anyone have hard numbers?) as a Caucasian, and more common than albinism.
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Apr 28 2005, 08:16 AM
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#50
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Moving Target ![]() ![]() Group: Members Posts: 136 Joined: 10-April 05 From: Vienna, Austria Member No.: 7,312 |
Should Magic in SR4 be more common? I' d say yes. But I do not think it should be cheaper for players in comparison to SR3. I mean the world should have more eerie mythical - magical elements in it on an everyday basis (Great Wyrm for President!). Sort of St. Elmos Fire in Seattle Bay on some star constellations. Having your pet kitty awaken and hiss at spirits in the astral realm (not to turn flame aura and burn your doss down). Sort of a sneaky awakening to sensitive observers.
I agree with you Hellhound, a sudden "everybody awakenes burst" wouldn't fit SR (as I play it) so it should still be "rare" on a common basis. I read into some Earthdawn Books and figured out (4th World - Mana Level on the decay; 6th World - Mana Level on the rise) that there is a lot of magic up to come into the SR universe, but not right now. It'll take like hundreds of years until the situation will be the other way around - like your somewhat disabled lacking magic ability. (Makes for a hell lot more Editions to come...) :spin: |
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