SR4 FAQ #5--The Real One, No, I don't know why I'm up this late |
SR4 FAQ #5--The Real One, No, I don't know why I'm up this late |
Guest_Crimsondude 2.0_* |
May 13 2005, 08:38 AM
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#1
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Guests |
OMG... BTW, Counterspelling? Really? They're going with Counterspelling as a term? Wow.
Heh, "Rather than relying on a host of new additional skills..." Nah, they already took care of that in Q#1. However, of the six Magical Skills named in Q#1, none of them is called, "Centering" or "Aura Reading" or "Divining" or... Hmm. They do give themselves an out with, "[The six enumerated skills] are the skills that do most of the heavy lifting for magic in SR4" (emphasis mine), but that begs the question of whether one should now be expected to have a Centering skill at chargen if metamagics, "grant new abilities to skills the magician should already have access to."
Well, the Psionics people will like the tradition creation system, I guess. I guess all the other existing major traditions are relegated to Street Magic.
Wow, and I thought I was good at making long-winded vague statements. But, really, I don't know what to say about this. |
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May 13 2005, 08:53 AM
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#2
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Moving Target Group: Members Posts: 126 Joined: 17-April 05 Member No.: 7,341 |
Sorry, my english is not good enough to fully undeerstand the meaning of this sentence... Does it mean that metamagic techniques will be available to anyone at creation ? If this is the case, this is a big change, and I guess it's not a stupid one... If I aml mistaken, well... :D |
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May 13 2005, 08:53 AM
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#3
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Moving Target Group: Members Posts: 875 Joined: 16-November 03 Member No.: 5,827 |
That should be clear. Rob is preparing our nerves for some serious changes. ;)
BTW: now, no macroskills, but much more microskills? SYL |
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Guest_Crimsondude 2.0_* |
May 13 2005, 08:55 AM
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#4
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Guests |
No, I think it refers to the fact that some metamagics require you to have skills other than Sorcery or Conjuring to actually use them (i.e., Centering, Divining, Geomancy, or Anchoring). |
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May 13 2005, 08:55 AM
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#5
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Moving Target Group: Members Posts: 875 Joined: 16-November 03 Member No.: 5,827 |
I would rather say, that, for example, if you have counterspelling, you can now add shilding possibilities to the skill. SYL |
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Guest_Crimsondude 2.0_* |
May 13 2005, 09:00 AM
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#6
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Guests |
But my question remains, where does Centering fit into all of this? Is it a tertiary magical skill you should buy at chargen, or does it become an aspect of your magical skills? If so, and this would suck, do you have to purchase it for each skill? Does it even require a test anymore to use, or what? |
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May 13 2005, 09:04 AM
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#7
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
if Metamagics get a thorough working over, should be interesting to see how they convert all of those hard earned grades.
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May 13 2005, 09:06 AM
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#8
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Moving Target Group: Members Posts: 511 Joined: 19-August 02 Member No.: 3,139 |
I really don't see this at all...Just what is he talking about?? In The Beginning..They Had Spell Casting and Conjuring. They added on, meta magic, great form summoning, allies, and watchers. All using the existing sytem. I thought it all worked out well together. Then they added Aura Reading as a skill, no big deal - same system as the rest of the skills. More magic items, same system, everything worked well. *shrug* But thats just my view of it.. Can anyone enlighten me as to what he's saying about the current/legacy system? The magic system has accomodated additions since the beginning, and without 'entirely new Methods'.
Translation: They changed magic to fit the new ruleset.
By adding new skills, making the magic attribute a purhasable attribute, having a system to create traditions... Hopefully if they are adding all of these new skills, and making magic something you have to 'buy up' with char gen points, there will be enough char gen points to make a decent char. But it sounds more and more like they may be lowering the power of initial characters. I am intersted in seeing the tradition design system. |
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May 13 2005, 09:09 AM
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#9
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Moving Target Group: Members Posts: 126 Joined: 17-April 05 Member No.: 7,341 |
Ok, thank you for your help on this one...
I think it is a good think that they worked on the magic system to delete some of his elements and rearrange some other... August is so far away !!!!!! |
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Guest_Crimsondude 2.0_* |
May 13 2005, 09:14 AM
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#10
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No kidding. I know some people who have spent a great deal of karma in those now-unimportant or nonexistent skills who are going to get jerked around because of it. |
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May 13 2005, 09:25 AM
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#11
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
like me
sad little street mage now |
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May 13 2005, 09:33 AM
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#12
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
seriosuly though, it should be interesting to see how they equate all that karma, especially at the higher grades (7+) if their not doing it in grades anymore. I can only assume that there would still be initiation is SOME form, since magic doesn't automatically start at 6 anymore, unless you just build it like any other attribute.
If that's the case, I doubt initiation will be such a big deal. [B]IF[B] metamagics and initiation don't go together the same, I see it being a lot less important in the future. Guess we'll see. I do like the break down of the magical skills though (at least so far). I jsut helped a player make his first shaman the other day, and he asked me what skills he needed. "Well, sorcery and conjuring. Assensing and enchanting are good later on. Other than that, just the normal stuff." Then I thought about it and realized that kind of sucks. It's like the 'firearms' skill. Way to simplified, way to easy to focus on just that. It's almost as bad as 'computers'. Get one skill and a datajack, throw down :nuyen: 100,000, and BAM, you're a decker. Of course, on the down side, with 6(ish) magical skills, now mages take eat up even MORE karma. |
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May 13 2005, 09:39 AM
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#13
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Best thing will be to take the karma that char earned and bulid him again from the scratch. |
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Guest_Crimsondude 2.0_* |
May 13 2005, 09:40 AM
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#14
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Guests |
I'm not really sure. The closest I can see is that some metamagics added in SR3 require their own skills to use (specifically Geomancy and Divining) and Anchoring requires two skills (Sorcery and Enchanting (?)). But that's a flaw of SR3. SR2 didn't seem to have a problem adding new metamagics. I wish I could say, but... I can't. I don't see where he's coming from with this discussion of legacy systems.
By "tweaks" I think he means conducting a wholesale change in the very essence of some metamagics and game mechanics that preceded SR3 like grounding and the astral solidity of all biomass.
Well, they also had that luxury in SR3, and they did make certain tweaks that redefined magic in SR as a mechanic and as a story element. In this case, the luxury of stripping it and reassembling it is code for pigeonholing it within this Fixed TN mechanic and "streamlining" the mechanics for, say, high-grade Initiates using Centering to perform impossible feats of magic into a nice simple ruleset that will probably end up being or being indistinguishable from auto successes.
Yeah, although I'm not exactly sure where he's coming from with this "special cases" stuff. However, given its nature, Magic should have unique elements distinct from firing a gun or cracking a datastore.
I'm getting the same impression about the power level. If you need to buy six skills to equate to two under SR3 and the BP default amounts and costs are equivalent to those of SR3 (i.e., suggested BP at chargen of 125, 1:1 BP:skill pt. (up to linked Attr).) then I can easily see PCs starting with lower skills, being more focused on one skill group or type (offensive/defensive magic) or not getting some skills until later which is the same thing since it then becomes a question of whether they want to buy and increase a magical skill, a "mundane" skill, Initiate, or bond foci, etc. OTOH, I'm not seeing where he's coming from on some of these comments. What does he mean by, "unnecessary complexity?" What are the, "dozen different systems trying to accomplish what one could do?" What, are they going to now eliminate all of the different tests for summoning different spirits, thereby creating one single Summoning Test modified by spirit type (Ally, Tradition spirit, watcher, Great Forms)? Does this mean we get to conjure whatever we want now? Can Elementals be summoned on the fly, or do nature spirits take the hit? You know, a FAQ is, or usually anyway, answers questions. It shouldn't create a million more.
Meh. I'm indifferent. Most of the interesting things I can do with magic fall within the Hermeticism sphere of influence. OTOH, I was always curious about what kind of Hermeticism or separate Tradition it is that they practice in TT. Somehow, I don't see a lot of Renewed Hermetics in TT, but it obviously wasn't important enough to fill a good chunk of TT or merit a comment in MitS (as opposed to TNO Path Magic). |
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Guest_Crimsondude 2.0_* |
May 13 2005, 09:42 AM
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#15
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These are PCs with 1000+ karma that have existed since SR1. Eff that.
Well, I'm going to have to remain a positivist on this and say that since he didn't say that Initiation is changing, it won't. Or rather, it will out of necessity (Oh, boy. I can't wait to see what they do to Ordeals). Initiation will be around until we're told otherwise, as it is the current means of acquiring metamagics, which do still exist in SR4.
Okay, I can see that (except for Centering). Anchoring, Quickening -- Spellcasting Sympathetic Linking -- Ritual Spellcasting Absorption, Cleansing, Filtering, Focus Blocking, Reflecting, Severing, Shielding, -- Counterspelling Divining, Geomancy, Masking, Psychometry, Sensing -- Astral Perception Possession -- Astral Projection Channeling -- Binding Invoking -- Summoning |
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May 13 2005, 09:58 AM
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#16
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Moving Target Group: Members Posts: 126 Joined: 17-April 05 Member No.: 7,341 |
I don't think it will lower the magus power... It's only depending on how things will be done. If, by example, the magical skills value is based on your magic attribute, it could still allow quiet powerfull character (ie : 6 x magic attribute to allow in your magical skills...)...
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Guest_Crimsondude 2.0_* |
May 13 2005, 09:59 AM
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#17
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Guests |
Nah, that's not streamlined. At least not compared to just allowing people to take up to 6 skill points in a skill at chargen.
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May 13 2005, 10:04 AM
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#18
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Never said it will be easy or quick, didn't i? ;) But i think converting chars will be much more difficult then it was from SR2 to SR3. So mabye start some new chars or at least try to build the existing one again. That's what i will do with my magic chars. The mundanes won't face so much problem i hope. |
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May 13 2005, 10:05 AM
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#19
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Firearms was split up in SR3 - so now that happens to the next general skill. Don't think it's that bad. |
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May 13 2005, 10:13 AM
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#20
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Moving Target Group: Members Posts: 614 Joined: 17-June 03 From: A safehouse about to be compromised by ninjas Member No.: 4,754 |
Seems to me this points to one of the possible ways to solve the new dice rolling method. If all the skills are broken down into specilizations (save firearms, been there done that) it would make players have to buy several skills at a lesser rating to encompass what they used to have. It also makes attributes more stringant.
Example. -You want to be super stealthy. Like ninja stealthy. You pump your quickness as high as you can, and buy all the stealth specializations at max rating. You get 12 dice at tn5 for any stealth task. You are the night. -You dont want to be steathy. You dont care. But hell if youre going to let someone sneak up on you and stab you in the back, f that. You buy an average quickness. You also buy enough alertness to qualify for a new color on the readyness scale. You get 12 dice at tn 5 to spot sneaky bastards, but only your quickenss at the rest, and spent a lot less character generation resources. Just hazarding a guess, obviously, but it does make some kinda sense. It also allows for metamagic to integrate hella easy by simply just using existing specializations in new ways (ie, you can use counterspelling as spell defense, and if you get cleansing you can use it to remove auras), or it just allows them to show up as new skills at a lesser cost (ie, instead of paying the same for centering as you do for sorcery, centering costs would be more akin to a specialization because of its narrower application, as would all skills). *In Theory* these changes will surmount to something actually useful. I am beginning to see where theyre going with this. Im not sure Ill like the end product, but it is seeming less and less like the insane ramblings of a cthulian nightmare beast and more and more like a game. |
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May 13 2005, 11:01 AM
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#21
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Moving Target Group: Members Posts: 875 Joined: 16-November 03 Member No.: 5,827 |
Splitting skills up for a rule system which is supposed to be streamlined and much more easier? What about Stealth? Athletics? Computer? Etiquette? Demolitions? Car? Airplane? SYL |
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May 13 2005, 11:02 AM
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#22
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Target Group: Members Posts: 53 Joined: 4-December 02 From: Ankeny, IA Member No.: 3,684 |
Ok, while we are going around hacking the six-skill issue to pieces at chargen, what if it isn't as bad as all that?
Think about it- if the game is relying upon an Att + Skill combo for dice pools, won't your Magic rating add directly into each of those skills? So to have a roughly equivalent power level to SR3 or your-favorite-previous-edition, you only have to have the Skill at 2 (provided you were able to acquire Magic 6, which we still don't know all that much about.) That brings up the issue of Spell Pool being gone (right?) but that's not really being addressed by anyone here, so I'll leave that for another day. I LIKE the variable Skills because I like the idea that I may be better at Banishing than Summoning. I can't describe it any more succinctly than that, though. --PenAgain |
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May 13 2005, 11:07 AM
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#23
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
I never said it's good when it comes to streamlining. ;) I think it's just fair when the magic boys have to buy some more skills to do their tasks, just like the mundane guys have to do the same. |
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May 13 2005, 11:53 AM
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#24
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Freelance Elf Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
It might not be "bad," but it's not exactly "streamlined," either. So far their "streamlining" of character creation has had mutliple attributes get split into new attributes, a new attribute entirely has been created, and several skills have been split up into several more new skills. It looks more and more like the only "streamlining" that's going on is the dumbing down of the actual die mechanic, and the removal of most round-by-round tactical thinking. Super. This is the opposite of good. |
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May 13 2005, 12:39 PM
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#25
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Great, I'm a Dragon... Group: Retired Admins Posts: 6,699 Joined: 8-October 03 From: North Germany Member No.: 5,698 |
Don't forget the gone-away combat pool.
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