IPB

Welcome Guest ( Log In | Register )

20 Pages V  < 1 2 3 4 5 > »   
Reply to this topicStart new topic
> Shadowrun 4: Magic
SL James
post Aug 22 2005, 08:39 PM
Post #51


Shadowrun Setting Nerd
*******

Group: Banned
Posts: 3,632
Joined: 28-June 05
From: Pissing on pedestrians from my electronic ivory tower.
Member No.: 7,473



Do Adepts still get the skill bonuses from Centering, or is Centering just another term for "drain reduction"?
Go to the top of the page
 
+Quote Post
hahnsoo
post Aug 22 2005, 08:41 PM
Post #52


Mr. Johnson
******

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



QUOTE (SL James @ Aug 22 2005, 03:39 PM)
Do Adepts still get the skill bonuses from Centering, or is Centering just another term for "drain reduction"?

Centering is just another term for Drain Reduction. Adepts can still take Centering to reduce the Drain from their powers.

Still, I don't think that the devs could totally throw away the "Centering to Reduce Penalties" idea... Maybe it's coming back in "Street Magic", along with the long list of all the rest of Metamagic.
Go to the top of the page
 
+Quote Post
maeel
post Aug 22 2005, 08:45 PM
Post #53


Moving Target
**

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



Adept powers with drain ????? :eek: apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx
Go to the top of the page
 
+Quote Post
blakkie
post Aug 22 2005, 08:50 PM
Post #54


Dragon
********

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



QUOTE (maeel @ Aug 22 2005, 02:45 PM)
Adept powers with drain ????? :eek:  apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx

The SR3 Attribute Boost (not Attribute Increase) series of powers had drain. Some other use activated too i think, i don't recall them straight off. But ya, there weren't a lot of powers that did. Just like there weren't a lot of use activated powers.
Go to the top of the page
 
+Quote Post
maeel
post Aug 22 2005, 09:02 PM
Post #55


Moving Target
**

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



we are probably talkin 'bout the same thing, but i have the german version, meaning i have to retranslate it, which sometimes turns things to goo.
which brings me to another question, what are the effects of this 'turn-to-goo' spell?
Go to the top of the page
 
+Quote Post
hahnsoo
post Aug 22 2005, 09:09 PM
Post #56


Mr. Johnson
******

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



QUOTE (maeel)
we are probably talkin 'bout the same thing, but i have the german version, meaning i have to retranslate it, which sometimes turns things to goo.
which brings me to another question, what are the effects of this 'turn-to-goo' spell?

You get turned to goo. It's a messier form of Petrify, and possibly one of the most dangerous spells (for the targets, at least) in SR.
Go to the top of the page
 
+Quote Post
maeel
post Aug 22 2005, 09:24 PM
Post #57


Moving Target
**

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



and i am gonna luv it!!! :evil:
i used to use petrify to turn enemy street sams to merchandise (some water is all you need)... :vegm:
Go to the top of the page
 
+Quote Post
SL James
post Aug 22 2005, 10:11 PM
Post #58


Shadowrun Setting Nerd
*******

Group: Banned
Posts: 3,632
Joined: 28-June 05
From: Pissing on pedestrians from my electronic ivory tower.
Member No.: 7,473



QUOTE (blakkie)
QUOTE (maeel @ Aug 22 2005, 02:45 PM)
Adept powers with drain ????? :eek:  apart from adrenalin kick, i don't recall any adept power with drain, are there more now? examples....plz...thx

The SR3 Attribute Boost (not Attribute Increase) series of powers had drain. Some other use activated too i think, i don't recall them straight off. But ya, there weren't a lot of powers that did. Just like there weren't a lot of use activated powers.

Some of the Metamagics in State of the Art (Infusion for sure, and maybe Somatic Control) suffer drain after using them.
Go to the top of the page
 
+Quote Post
Bull
post Aug 22 2005, 10:46 PM
Post #59


Grumpy Old Ork Decker
*******

Group: Admin
Posts: 3,794
Joined: 26-February 02
From: Orwell, Ohio
Member No.: 50



QUOTE (reconsweden)
QUOTE (Alvorn @ Aug 22 2005, 06:08 AM)
Can you explain magic loss a little further. In particular buying back magic after you have lost it. So I start with a Magic at 4. Add some cyberware, takes it down to 3. Earn me some karma during a session, I want to boost my Magic back up. Do I pay for it as though it was going back to 4 or up to 5 ? Can you just pay for it this way or do you need to do an ordeal ? Can I choose to "initate" even though I only have 3 magic ?

Did someone answer this?

Magic Loss effectivly reduces your Attribute Cap. Your Magic Attribute Cap is effectigvly Essence+Initiate Levels.

Initiation gives you access to a metamagic ability and raises your Magic Attribute Cap, but does not raise your actual Magic Attribute, as noted by others.

If you lose essence, both your current magic attribute and your attribute cap drops. if your current magic rating drops to 0, you become mundane and lose all access to magic.

Bull
Go to the top of the page
 
+Quote Post
hahnsoo
post Aug 22 2005, 10:52 PM
Post #60


Mr. Johnson
******

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



The question that hasn't been answered, though (and this is the one everyone wants to know): When you buy back your Magic attribute point, is it from the Current Magic Attribute in Karma or from the previous Magic attribute level before the loss?
Go to the top of the page
 
+Quote Post
Sharaloth
post Aug 22 2005, 11:24 PM
Post #61


Moving Target
**

Group: Members
Posts: 351
Joined: 17-February 05
Member No.: 7,093



QUOTE (Bull @ Aug 22 2005, 05:46 PM)

Magic Loss effectivly reduces your Attribute Cap.  Your Magic Attribute Cap is effectigvly Essence+Initiate Levels.

Initiation gives you access to a metamagic ability and raises your Magic Attribute Cap, but does not raise your actual Magic Attribute, as noted by others.

If you lose essence, both your current magic attribute and your attribute cap drops.  if your current magic rating drops to 0, you become mundane and lose all access to magic.

Bull

Whoa, okay, so Initiating doesn't give you a shiny new magic point, but instead raises the MAX magic points you can have? As in, a 6th Grade Initiate would have a max total magic of 12? Also, once you raise this cap, you actually have to pay MORE karma to raise your magic up to the new cap?

Example: Mage A has a starting Magic of 6, he's at the cap 'cause he's a converted SR3 (or whatever) but he's just earned enough Karma for his first initiation. He collects his metamagic, and looks forward to being able to cast force 14 spells when he needs to, but first must raise his Magic attribute to the superhuman level of 7 with Karma he's not likely to get for a good long while.

Years later Mage A has initiated 14 straight times, and raised his magic attribute to a staggering 20. He then loads up on 5 Essence points of cyber and bio, and ends up with a final effective Magic rating of 15, still more than enough to toast any puny mortal who stands in his way . . . especially now that he goes 4 times a turn.

Is this right? Or is the Magic Att still capped at 6 (or 7, I guess) with Initiation adding its rating for dice purposes and physical/stun purposes?
Go to the top of the page
 
+Quote Post
the_dunner
post Aug 22 2005, 11:37 PM
Post #62


Shooting Target
****

Group: Retired Admins
Posts: 1,784
Joined: 28-July 04
From: Cleveland, OH
Member No.: 6,522



QUOTE (Sharaloth)
As in, a 6th Grade Initiate would have a max total magic of 12?


That's correct.
QUOTE
Also, once you raise this cap, you actually have to pay MORE karma to raise your magic up to the new cap?

That's also correct.
QUOTE
Example<SNIPPED>

Which is also correct. Mind you, that character will take quite a bit of essence to develop to that level, and since he's sunk every point of karma he has into initiating, he might, uh, be limited in some other respects.
Go to the top of the page
 
+Quote Post
Autarkis
post Aug 22 2005, 11:51 PM
Post #63


Moving Target
**

Group: Members
Posts: 119
Joined: 17-August 05
Member No.: 7,566



But he also doesn't have to sink karma into spells for additional force. So, instead of buying 6 levels of initiation and Hellfire 12 and Treat 12 (and any iterations before i.e. Force 7, 8....12), you buy 6 levels of initiation and 6 levels of magic, effectively upping your spells to Force 12. This also allows you to up the effective force of the spell to 24 (and maybe die from drain :vegm: )

I have to say, Magic is not the Karma sink it used to be.....or at the very least has leveled out.

But, I will wait to officially cheer, cry or what-not once I am able to view my own copy of SR4.
Go to the top of the page
 
+Quote Post
Sharaloth
post Aug 22 2005, 11:52 PM
Post #64


Moving Target
**

Group: Members
Posts: 351
Joined: 17-February 05
Member No.: 7,093



QUOTE (the_dunner)
Mind you, that character will take quite a bit of essence to develop to that level, and since he's sunk every point of karma he has into initiating, he might, uh, be limited in some other respects.

By essence I assume you mean Karma, and yes, he will likely be deficient in most other areas . . . which means jack all when he can weild his mighty force 10 + spells like jackhammers against all the problems he's faced with in the world. The only difficulty he'd have is in finding the karma to bond sustaining foci for all his incredible Increase Attribute spells. The very thought of some being acheiving such a level of personal power would be wet-your-pants scary to people like Street-Sams who are limited to mortal levels of competence by the skill and attribute caps. Hell most highly competent magicians will run screaming when this juggernaut arrives on the scene, spewing death and torment all about him. This is a guy who could kill almost anything alive simply by autosuccessing a combat spell at force 10 (DV 15 if I'm reading the rules posted in these forums right, and assuming a Spellcasting skill of 5 with no Edge added).

Holy god mages are now 'Teh UbeR!'


.... You know what, I think I like this. :D
Go to the top of the page
 
+Quote Post
Autarkis
post Aug 22 2005, 11:55 PM
Post #65


Moving Target
**

Group: Members
Posts: 119
Joined: 17-August 05
Member No.: 7,566



No auto-successes on "stressful" rolls..which I assume covers combat and binding a small god..er...spirit... to your will.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 23 2005, 12:18 AM
Post #66


Dragon
********

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



I think that the high grade Initiate is eventually going to have drain issues even casting his highest Force Stun drain muchless overcasting. Especially if he didn't developed the rest of his character to max out Will*, Cha/Log, and Edge. Even with Centering as one of the metamagics to give (Grade) extra drain resist dice, unless he sticks to very drain friendly spells i get the impression he'll have a lot of base drain boxes and at an average of 1 hit/3 dice it seems that the drain growth will outpace most drains of the top Force for Stun. Centering drops an average of 1 box/3 grades, drain adds 1 box/2 Force.

I wonder if Street Magic will address that with Drain Foci, or if you get to use Power Foci to add dice to your drain resist pool?

* So far here i've seen Magic + Cha/Log given for resisting conjuring drain, and Will + Cha/Log given for resisting casting drain. Are they suppose to be different, and for casting double weight the Will attribute (but ultimately give smaller drain resist pools for Initiates) since the Stun monitor max is based on Will?
Go to the top of the page
 
+Quote Post
tisoz
post Aug 23 2005, 12:39 AM
Post #67


Free Spirit
*******

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



Has anyone mentioned that summoning drain is based on twice the hits the spirit gets, minimum 2?

Binding drain value is twice the number of hits the spirit got on the binding test which used 2* the spirits Force, again minimum 2DV.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 23 2005, 12:54 AM
Post #68


Dragon
********

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



QUOTE (tisoz @ Aug 22 2005, 06:39 PM)
Has anyone mentioned that summoning drain is based on twice the hits the spirit gets, minimum 2?

Binding drain value is twice the number of hits the spirit got on the binding test which used 2* the spirits Force, again minimum 2DV.

I saw the Force and Force x2 for dice pools, but I don't remember being told it was 2 boxes/hit. A Force 6 spirit is going to -average- 4 boxes summoning and 8 boxes binding. Not the worst, but binding is going to smart a bit. A Magic (6), Cha/Log (6) mage is going to avoid summoning drain a little better than 1/2 the time but he is nearly guaranteed to suffer drain binding without extra help there.

I guess it also means that there won't be a huge drain difference summoning anything from around Force 4 and down, unless they get a really good roll.

When does the drain switch from Stun to Physical? What did they end up setting for the limits on unbound and bound spirits you can maintain at any given time?

Can spirits use their Edge to Oppose summoning/binding if the GM judges the spirit to have a particularly strong motivation for disliking the conjurer?
Go to the top of the page
 
+Quote Post
Bull
post Aug 23 2005, 01:20 AM
Post #69


Grumpy Old Ork Decker
*******

Group: Admin
Posts: 3,794
Joined: 26-February 02
From: Orwell, Ohio
Member No.: 50



Well, remember, Binding is a ritual, and it takes a while anyways. It's the same as what Mages did with Elementals in SR3. Generally, unless you're risking physical drain, you're doing this in downtime anyways. The only real risk is possibly losing control of it. But shouldn't be an issue if you play it smart
Go to the top of the page
 
+Quote Post
tisoz
post Aug 23 2005, 01:23 AM
Post #70


Free Spirit
*******

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



Damn, I can't say anything right.

It is based on hits, resulting from 2*F for summoning.
Go to the top of the page
 
+Quote Post
blakkie
post Aug 23 2005, 01:27 AM
Post #71


Dragon
********

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



QUOTE (tisoz @ Aug 22 2005, 07:23 PM)
Damn, I can't say anything right.

It is based on hits, resulting from 2*F for summoning.

So summoning drain and binding drain are the same? EDIT: Or summoning drain is based on the F*2 opposing dice pool roll with 1 box/hit? That is still the same average damage of 4 boxes for a Force 6 spirit, but a lot more room for variance.
Go to the top of the page
 
+Quote Post
Alvorn
post Aug 23 2005, 01:50 AM
Post #72


Target
*

Group: Members
Posts: 13
Joined: 22-August 05
Member No.: 7,588



So Bull any word on that when you up ypur Magic attribute after putting in some cyber is the Karma based of your current attribute or your "real one" question ?
Go to the top of the page
 
+Quote Post
Bull
post Aug 23 2005, 02:03 AM
Post #73


Grumpy Old Ork Decker
*******

Group: Admin
Posts: 3,794
Joined: 26-February 02
From: Orwell, Ohio
Member No.: 50



It doesn't really specify it, but it does say you spend karma to raise the "Natural" attribute, which I read to mean your original, unmodified attribute.

I could be wrong, but i'd say use the "Pre-Essence Loss" attribute for calculating karma costs.

Bull
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Aug 23 2005, 02:07 AM
Post #74


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



"Turn to Goo" is back...that was one of my favourite spells.-
Go to the top of the page
 
+Quote Post
Kyoto Kid
post Aug 23 2005, 02:27 AM
Post #75


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



Since Magic attribute is now purchased like other attributes during character creation, how do starting adepts go about getting their initial powers? In comparison to SR3, Do they cost more? Less? The same?
Go to the top of the page
 
+Quote Post

20 Pages V  < 1 2 3 4 5 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 17th February 2025 - 07:16 PM

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.