IPB

Welcome Guest ( Log In | Register )

20 Pages V  « < 5 6 7 8 9 > »   
Reply to this topicStart new topic
> Shadowrun 4: Magic
NeoJudas
post Aug 24 2005, 07:34 PM
Post #151


Moving Target
**

Group: Members
Posts: 257
Joined: 26-February 02
From: Los Coronados | San Ysidro CA
Member No.: 106



QUOTE (apple)
QUOTE (blakkie @ Aug 24 2005, 02:22 PM)
You spend no karma there unless adding new spells, and even those only cost 5 karma each.


Only? Many Spells in SR3 were very useful just with force 1-4.

SYL

The new magic system for spells is perhaps (IMO at least) one of the largest areas of change. When you obtain/buy a new spell formulae now, you are obtaining the formulation ... not the "FORCE LIMIT". The limit on the spell force at the time of casting is chosen at the time of casting. So if you want to cast a spell that is Force 5 one time and then the same spell at Force 8 some other time ... you may do so now. Drain Values change as do many of the mechanics for the success levels/hits with regards to Force. Additionally, determining if a spell is "mental damage" or "physical damage" for drain depends upon the Force as compared to your Magic Attribute.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 07:36 PM
Post #152


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (apple @ Aug 24 2005, 01:26 PM)
QUOTE (blakkie @ Aug 24 2005, 02:22 PM)
You spend no karma there unless adding new spells, and even those only cost 5 karma each.


Only? Many Spells in SR3 were very useful just with force 1-4.

SYL

Some of those still had use for higher Force, if only for avoiding dispelling. They were just places where you could miser a few karma and still limp along. Or the spell was designed poorly that allowed a Force 1 spell to work small wonders (e.g. Invisibility).

Also since Force now always limits hits the usefulness some of those types of spells cast at low Force is going to drop off.
Go to the top of the page
 
+Quote Post
Kesh
post Aug 24 2005, 08:06 PM
Post #153


Moving Target
**

Group: Members
Posts: 293
Joined: 27-January 03
From: Kentucky, USA
Member No.: 3,958



QUOTE (NeoJudas)
QUOTE (Kesh @ Aug 23 2005, 08:43 PM)
Not sure if this is the right thread but, are their rules for playing a Ghoul or other humanoid in the critters section? BP cost?

It was mentioned at the "Whats Up with FanPro" seminar that rules for alternative character types such as Ghouls (I heard Rob say "infected" and had to ask "what the....?" myself), Shapeshifters, etc... *MIGHT* be in an upcoming book (Running Wild??? did I hear that right?).

The rules for such are not currently in the SR4 Core book.

Ah, okay. Thanks for the replies!
Go to the top of the page
 
+Quote Post
Nimbex
post Aug 24 2005, 08:17 PM
Post #154


Target
*

Group: Members
Posts: 24
Joined: 22-August 05
Member No.: 7,587



QUOTE (NeoJudas)
I have to admit something here, I keep looking for "limits" to how many targets can be defended using the new rules. I realize the "within LOS" limitation exists, but let's say for instance the magician is trying to protect a whole crowd of people that are immediately in front of him from being negatively influenced by a <insert fave evil bad guy with mental manipulations here>. Does this mean one magician can protect 100 people as evenly as s/he can protect one provided they are in LOS?

I didn't see a rule in the book. My inclination is to allow [Magic Rating] targets in addition to oneself. That's probably enough to work well for a typical team, and I believe has precedent?
Go to the top of the page
 
+Quote Post
NeoJudas
post Aug 24 2005, 08:36 PM
Post #155


Moving Target
**

Group: Members
Posts: 257
Joined: 26-February 02
From: Los Coronados | San Ysidro CA
Member No.: 106



QUOTE (Nimbex)
I didn't see a rule in the book.  My inclination is to allow [Magic Rating] targets in addition to oneself.  That's probably enough to work well for a typical team, and I believe has precedent?

I'm not sure if it has precedent, but it would be one of the two limits I would personally impose were I to do so. The other might be the use of the Intuition attribute as that is somewhat the limitation on what you can track. Perhaps use the Intuition + Perception as the actual/total number in such a limitation if your GM chooses to do so.

On the other hand, the next time my mage gets caught in a magical firefight in a stadium with lots of people it would be nice to say "I'm Counterspelling Defense for everyone in the section around me" just to minimalize collateral damage (and thus hits on Reputation).
Go to the top of the page
 
+Quote Post
Dashifen
post Aug 24 2005, 08:36 PM
Post #156


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



Browsed through the thread so forgive me if I missed this answer. Did anyone else notice on page 189 under Initiation it says:

QUOTE
Only characters with the Magician or Adept qualities may initiatie.
Emphasis mine.

This seems to explicitly state that Mystic Adepts can't initate? I guess the authors could have felt that the Mystic Adepts were implied as they are a little of column A and a little of column B. Did anyone find anything that says specifically that Mystic Adepts can initiate?
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Aug 24 2005, 08:37 PM
Post #157


Bushido Cowgirl
*********

Group: Members
Posts: 5,782
Joined: 8-July 05
From: On the Double K Ranch a half day's ride out of Phlogiston Flats
Member No.: 7,490



As to starting adept powers, since the costs are going to be relatively the same as SR3 one would almost have to purchase her magic up to 6 during character creation to get the basic set of powers needed to survive:

Improved Initiative 2 (3 PP)
Improved ability - physical skill +2 (.5 PP)
Improved ability - combat skill +2 (1 PP)
Mystic armour +2 (1 PP)
one other power at .5PP

One more question:

Can adepts still purchase additional power points directly with Karma as in SR3 or do they just increase their magic attribute?
Go to the top of the page
 
+Quote Post
blakkie
post Aug 24 2005, 08:46 PM
Post #158


Dragon
********

Group: Members
Posts: 4,718
Joined: 14-September 02
Member No.: 3,263



QUOTE (Dashifen)
Browsed through the thread so forgive me if I missed this answer. Did anyone else notice on page 189 under Initiation it says:

QUOTE
Only characters with the Magician or Adept qualities may initiatie.
Emphasis mine.

This seems to explicitly state that Mystic Adepts can't initate? I guess the authors could have felt that the Mystic Adepts were implied as they are a little of column A and a little of column B. Did anyone find anything that says specifically that Mystic Adepts can initiate?

My money is on this belonging in the Errata thread.
Go to the top of the page
 
+Quote Post
Dashifen
post Aug 24 2005, 08:49 PM
Post #159


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



QUOTE (blakkie)
QUOTE (Dashifen @ Aug 24 2005, 02:36 PM)
  ... 

My money is on this belonging in the Errata thread.

I hope so. Magician Adept initiation was always a problematic thing due to bad wording but to remove it entirely would be a bit draconian!
Go to the top of the page
 
+Quote Post
nick012000
post Aug 24 2005, 10:45 PM
Post #160


Running Target
***

Group: Members
Posts: 1,283
Joined: 17-May 05
Member No.: 7,398



Can mundane characters Awaken by buying the Magician, Adept, or mystical Adept qualities, then increasing Magic?
Go to the top of the page
 
+Quote Post
Derek
post Aug 24 2005, 10:53 PM
Post #161


Jacked In, Up & Out
**

Group: Dumpshocked
Posts: 232
Joined: 26-February 02
From: Oceanside, CA
Member No.: 95



QUOTE (blakkie)
QUOTE (Dashifen @ Aug 24 2005, 02:36 PM)
Browsed through the thread so forgive me if I missed this answer.  Did anyone else notice on page 189 under Initiation it says:

QUOTE
Only characters with the Magician or Adept qualities may initiatie.
Emphasis mine.

This seems to explicitly state that Mystic Adepts can't initate? I guess the authors could have felt that the Mystic Adepts were implied as they are a little of column A and a little of column B. Did anyone find anything that says specifically that Mystic Adepts can initiate?

My money is on this belonging in the Errata thread.

Out of curiosity, do you really read that statement as meaning that Mystic Adepts cannot initiate? I mean, honestly, and no offense intended, but it really looks like you are picking things apart word by word and trying to dig for meaing when there isn't.

I mean, look at the spirit of it. Do you think the spirit was to imply that mundance charactrers could not initiate, in conjunction with another place in the rulebook where it states that the magician and/or adept qualities can not be bought after character creation, or do you really think they meant to say mystic adepts could not initiate, and if they did mean that, don't you think that they might say "Mystic Adepts, due to the unique nature of their magic, blah, blah, blah... can not initiate"

Derek
Go to the top of the page
 
+Quote Post
hahnsoo
post Aug 24 2005, 11:12 PM
Post #162


Mr. Johnson
******

Group: Dumpshocked
Posts: 2,587
Joined: 25-January 05
From: Berkeley, CA
Member No.: 7,014



QUOTE (Derek @ Aug 24 2005, 05:53 PM)
Out of curiosity, do you really read that statement as meaning that Mystic Adepts cannot initiate?  I mean, honestly, and no offense intended, but it really looks like you are picking things apart word by word and trying to dig for meaing when there isn't.

When trying to find Erratum, you have to, by necessity, pick it apart word for word. After all, since they can fix it in future printings, why not? It is a valid Erratum, I think, and leaves an unintended interpretation into the mix.

You cannot purchase the Magic/Resonance-related qualities after character creation (There is specific language which does not allow this). Thus, you can't "Awaken" or become a Technomancer by buying the Quality afterwards. As always, GM's have the final say, and each game will have their own house rules.
QUOTE
Can adepts still purchase additional power points directly with Karma as in SR3 or do they just increase their magic attribute?
As stated previously in the thread, they cannot buy power points. They must increase their magic attribute.
Go to the top of the page
 
+Quote Post
tisoz
post Aug 24 2005, 11:55 PM
Post #163


Free Spirit
*******

Group: Dumpshocked
Posts: 3,948
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



QUOTE (NeoJudas)
I have to admit, this (ritual rules) is something I hope has more expansion for "alternative rules" in the upcoming Street Magic book, because quite frankly if these are the new rules ... wow, I know I'll be using them a LOT for villains in upcoming games.

Ritual magic uses the new teamwork rules, unless the target is out of sight, then a spotter is needed. Funny it now needs its own seperate skill. Should teamwork be a seperate skill for any other skill use?

Like I said, powering down magic, this time by requiring more BP/karma to be spread among more skills.

The 5 karma for a new spell seems high at this point, because one used to be able to astral quest to reduce karma cost for new spells. Lets hope that option remains in the supplement.
Go to the top of the page
 
+Quote Post
tisoz
post Aug 25 2005, 04:56 AM
Post #164


Free Spirit
*******

Group: Dumpshocked
Posts: 3,948
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



They tried to fix the language for Permanent spells, saying,
QUOTE
Permanent spells must be sustained for a short time, after which their effects become "natural" and no longer require magic or concentration to maintain.

Somehow, I think people will still argue they act like sustained spells during the sustaining period, and during that time effects are present. I wish this had been clarified either way.
Go to the top of the page
 
+Quote Post
JBlades
post Aug 25 2005, 05:04 AM
Post #165


Moving Target
**

Group: Members
Posts: 263
Joined: 18-October 03
From: Cal Free State
Member No.: 5,734



QUOTE (Dashifen)
Browsed through the thread so forgive me if I missed this answer. Did anyone else notice on page 189 under Initiation it says:

QUOTE
Only characters with the Magician or Adept qualities may initiatie.
Emphasis mine.

This seems to explicitly state that Mystic Adepts can't initate? I guess the authors could have felt that the Mystic Adepts were implied as they are a little of column A and a little of column B. Did anyone find anything that says specifically that Mystic Adepts can initiate?

The second word in "Mystic Adept" is "adept". Therefore, wouldn't they be included in the statement that people with the Adept quality can initiate? I think your just limiting your interpretation of the statement in your head... ;)
Go to the top of the page
 
+Quote Post
tisoz
post Aug 25 2005, 05:24 AM
Post #166


Free Spirit
*******

Group: Dumpshocked
Posts: 3,948
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



I think it should get clarified either way.
Go to the top of the page
 
+Quote Post
Space Ghost
post Aug 25 2005, 05:47 AM
Post #167


Moving Target
**

Group: Members
Posts: 129
Joined: 26-February 02
Member No.: 400



Is there a different cost for the Mystic Adept quality, or is it the same as the garden variety adept? If the latter is true, then there's no problem.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Aug 25 2005, 06:19 AM
Post #168


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872





how do damage manip spells(or I saw them, called indirect combat spells I believe in a previous post) work. In 3rd edition they kinda sucked IMO, there drain costs were exorbitant for the effects gained. Yet since that was the only way to get elemental effects I dug them. Also the 4 target number was kinda cool. Now everything has a 5 TN not 4 not body etc. So how do these spells work, and how is that different from I guess direct combat spells?
Go to the top of the page
 
+Quote Post
hobgoblin
post Aug 25 2005, 06:35 AM
Post #169


panda!
**********

Group: Members
Posts: 10,331
Joined: 8-March 02
From: north of central europe
Member No.: 2,242



hey, dont forget that between SR2 and SR3 they ripped the spell grounding rules out of the game with no explanation what so ever.

compared to that i would say the conjuring rules are kinda coverd as i belive there was a group of mages and shamans working on a unified magical theory in one of the latest books...

but this isnt realy the place to discuss this, rant threads about changes are below :P
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post Aug 25 2005, 06:47 AM
Post #170


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (hobgoblin)
hey, dont forget that between SR2 and SR3 they ripped the spell grounding rules out of the game with no explanation what so ever.

compared to that i would say the conjuring rules are kinda coverd as i belive there was a group of mages and shamans working on a unified magical theory in one of the latest books...

but this isnt realy the place to discuss this, rant threads about changes are below :P

your right, I edited my post to remove that part. I didn't intend it as a rant, just idle blathering but I can see how it could be misinterpreted and this is the wrong thread for that.
Go to the top of the page
 
+Quote Post
Space Ghost
post Aug 25 2005, 06:52 AM
Post #171


Moving Target
**

Group: Members
Posts: 129
Joined: 26-February 02
Member No.: 400



Does Mystic Armor stack with other armor?
Go to the top of the page
 
+Quote Post
tisoz
post Aug 25 2005, 08:05 AM
Post #172


Free Spirit
*******

Group: Dumpshocked
Posts: 3,948
Joined: 26-February 02
From: Bloomington, IN UCAS
Member No.: 1,920



QUOTE (Space Ghost)
Is there a different cost for the Mystic Adept quality, or is it the same as the garden variety adept? If the latter is true, then there's no problem.

They have different costs.

The adepts section has a subsection about mystic adepts, so I would say that is why they lumped them together in initiation.

QUOTE (Shinobi Killfist)
how do damage manip spells(or I saw them, called indirect combat spells I believe in a previous post) work. In 3rd edition they kinda sucked IMO, there drain costs were exorbitant for the effects gained. Yet since that was the only way to get elemental effects I dug them. Also the 4 target number was kinda cool. Now everything has a 5 TN not 4 not body etc. So how do these spells work, and how is that different from I guess direct combat spells?


They work like ranged attacks, Magic + spellcasting vs Reactiion. If the caster gets any net successes, then the target gets to resisit damage with Body + half Impact armor + possible counterspelling. Looks like all the drain codes are +2 compared to similar (P or S) direct combat spells.

QUOTE (Space Ghost)
Does Mystic Armor stack with other armor?


Yes.
Go to the top of the page
 
+Quote Post
Phoniex
post Aug 25 2005, 09:00 AM
Post #173


Target
*

Group: Members
Posts: 85
Joined: 26-May 02
Member No.: 2,769



Just wanted to mention that you can no longer caste spells through ANY vision magnification devices, even optic binoculars. No more fiber optics either. BUT it did not say that you had to take range penalitys into account when casting spells. If your target is in LOS, NUKE um ;)

Also counterspelling (ie spell defense) is much stronger now and can be used passively to much greater effect. Though it too is based off LOS now.
Go to the top of the page
 
+Quote Post
maeel
post Aug 25 2005, 09:30 AM
Post #174


Moving Target
**

Group: Members
Posts: 239
Joined: 21-August 05
Member No.: 7,586



what adept powers are there anyway??
Go to the top of the page
 
+Quote Post
Crusher Bob
post Aug 25 2005, 09:52 AM
Post #175


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



QUOTE (Phoniex)
Just wanted to mention that you can no longer caste spells through ANY vision magnification devices, even optic binoculars. No more fiber optics either.

...

That dosen't sound right, as 'magesight' or something goggles were discussed earlier, involving 'fiber optics' that let you cast spells around a corner. Can you double check that?
Go to the top of the page
 
+Quote Post

20 Pages V  « < 5 6 7 8 9 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 1st December 2024 - 05:48 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.