IPB

Welcome Guest ( Log In | Register )

11 Pages V  « < 3 4 5 6 7 > »   
Reply to this topicStart new topic
> Astral Space, Essence, and the Awakened, the SR3R way
Sphynx
post Mar 7 2007, 05:41 PM
Post #101


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



I agree.

The Magic attribute should have no affect on spell effects. Using Force to control things will fix one of the biggest problems in the game. All spells being cast at Force 3 or 5. Especially if #2 (Dice Pool limitations absed on Force) is taken into consideration.

I like the idea on Heal/Treat, but I'd have to think more on it.

I disagree on Increased Reflexes (as I'm sure you'd expect alot of people would). Reflexes should, IMHO, be a max of Force/2 rounded up (so Force 5 or 6 'caps' the spell).
Go to the top of the page
 
+Quote Post
Link
post Mar 8 2007, 12:31 PM
Post #102


Moving Target
**

Group: Members
Posts: 519
Joined: 27-August 02
From: Queensland
Member No.: 3,180



QUOTE (Sphynx)
Using Force to control things will fix one of the biggest problems in the game. All spells being cast at Force 3 or 5.

Is this for purposes of keeping drain TN down?

If so, what about not halving force for drain but giving drain resistance a staging value of 1. Who here remembers the old ways?
Go to the top of the page
 
+Quote Post
Sphynx
post Mar 10 2007, 09:20 AM
Post #103


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



I thought a bit on this (sorry for the delayed reply) and while I do think that is a better system Link, I agree with what I believe the general premise was in the current system. To keep stun and physical mechanics using the same system.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 23 2007, 05:39 AM
Post #104


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (nezumi)
One that I think needs to be specifically introduced in regards to countering magical threats through mundane means
Um, why? Do regular mooks typically install their own home alarm systems? Protect their personal information from fraud by themselves? Track down people who commit crimes against them? No, of course not; this is what subcontracting is for. Remember that 1% is about 1 in 100; this is the equivalent of a couple people per apartment building, or per two blocks in a housing tract. I imagine that the term "Neighborhood Watch"[ers] to suddenly become popular again.

QUOTE
Astral & Essence
A) Astral scouting is overpowered
  1 Introduce more dual-natured plants for magical defense
  2 Wards can be created by mundanes
  3 Astral forms cannot hear the material world
  4 Astral bodies cannot pass through other astral bodies (including the earth)
  5 Current rules for spirits finding intruders in a building are overpowered
  6 We need more explanation on how stealth works against astral perception
  7 Range modifiers apply to perception & spellcasting
As I said, Neighborhood Watch[ers]. I don't think we need extra rules here.

QUOTE
B) Magicians and adepts can take cyber without serious penalty
  1 Reduce cost of initiation, but it does not increase the magic rating (to combat cybered mages)
  2 Geasa taken against magic loss from cyber or bio counts against all adept powers, not just one point
  3 Essence is an attribute of the astral form, essence reducing drugs & cyber are reflected in the form (although do not reduce the form's functionality)
  4 By canon, a form whose body has died will already die in Essence hours
  ! We need to define what 'essence' is!!
    i Why are higher essence characters easier to heal?
  5 Remove geasa as a game option
  6 Eliminate magic loss from deadly wounds and stun
Hm. Well, if you're eliminating magic loss from deadly wounds and stun, and allowing stim patches and focus addiction rules to cause Magic Loss via Essence Loss, then the only reason geasea would exist would be to counteract cybersurgery. In that vein, maybe it should be removed.

Then again, there's also my old idea of weaving it together with Aspected Magery. Also make the fulfillment of talisman, gesture, and other "easy" gaesas take a free action to use, as Bitbasher suggested in that thread. Because of that simple rule, having more than one Geas would require you waste an init pass messing with your geasea just to cast a single spell.
QUOTE
C) The connection between an astral form and its body is unclear
  1 When projecting, the mage is completely unaware of the condition of his body and wounds it receives, and the body does not show any damage when the astral form is attacked. 
  2 When the mage projects, all stun damage becomes physical damage on the astral self. When he returns, astral physical damage
    i Explanation: the mind is essence, the body physical, so when separated, each has one damage track (back to 'define essence')
  2b When the mage projects, all drain is stun
  3 Explation of canon: Silver cord - there's a microscopic line connecting the form to its body that allows for a sense of the bodies condition and for the form to track the body
  X How do we handle an astral form who is knocked unconscious while projecting?  Does he hang in astral space until he regains consciousness or dies?  Does he 'snap back' to his body?
I perfer the "snapback" effect, but really only because that's the way it already is and it really doesn't need changing. I can see the argument though.
QUOTE
Spells
A) Detection spells should be broken into direct and indirect categories.  Direct spells (mind probe, detect (object)) are resisted, indirect (night vision) are not
B) Drop invisibility and improved invisibility, replace with concealment or SEP field (adds successes to TN to spot)
Agree with both, unsurprisingly.
QUOTE
C) Spell defense is an oddity and should be straightened out
  1 Make it solely a function of spell pool
  2 If spell defense is being limited like this, allow for it to be spontaneous
I'm not sure about spontaneous, at least not if you're trying to protect other people. Just for yourself I think would be okay, though. Absolutely agree on the spell pool only thing.
QUOTE
D) What is the result of casting THROUGH a background count?
  1 Use the highest of the two endpoints (not the middle)
  2 For elemental manipulations, use only the caster's BG, since the spell travels in the physical
  3 Use the highest rating between the two endpoints inclusively
I vote option 3 for everything, just to keep it uniform and relatively comprehendable.
QUOTE
E) Spell ranges
  1 Should suffer range modifiers (and therefore benefit from scopes and binoculars
  2 Should not be castable outside of the manasphere (you can't hit the moon)
Agree.
QUOTE
F) Manipulation as a category is too broad
  1 Move elemental manipulation to Combat spells
  2 Break Manipulation into two new categories, Physical Manipulation (elemental, telekinetic and transformational) and Control Manipulation (as it stands)
Agree with the first, though I'm unsure what the second will help with.
QUOTE
G) Remove spells that create matter to avoid having to debate laws of conservation of mass and energy (this only impacts two or three spells and spirit powers)
Um, sure, why not?

QUOTE (nezumi)
Firstly, as I've said elsewhere, magic and cyber is an uneven dichotomy.  While cyber is generally seen as a trade-off and ultimately bad for you, eating away your human soul and resulting in your not getting invited to parties, magic is (as far as PC options are concerned) always good, environmentally friendly, powerful, limitless, and usually invisible to most people.  I don't feel like Shadowrun magic jives well with the cyberpunk setting.  Magic should not be benefits with no drawbacks, it needs to be a trade like cyberware is.  Mages should become more ungrounded, bring the horrors closer or something.  This may be out of the scope of SR3R, but I hope it isn't.  It's so fundamental to the system that I don't feel that it could be addressed in any other forum.  If I'm the only person who feels this way, I'll drop it though.
Heh. As much as I'd love to see this, it's probably as much of a non-starter as my own proud nail. Namely, the integrating Thresholds thing.

Let's not forget that, unless you're a mage, Essence doesn't mean a whole lot either, so it's not like cyberware has huge negatives.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 23 2007, 11:28 AM
Post #105


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



Other than, you know, raising your TN to be healed sky-high, making you easier to spot (IIRC, sub-3-Essence people drop a point in Signature), and making it much, much harder for you to get more 'ware.

~J
Go to the top of the page
 
+Quote Post
Bodak
post Mar 23 2007, 12:43 PM
Post #106


Moving Target
**

Group: Dumpshocked
Posts: 573
Joined: 23-July 03
From: outside America
Member No.: 5,015



QUOTE (Darkest Angel)
If you accept that by projecting you're 'rejecting' your meat - you leave behind all it's limitations, because you prefer the freedom of astral movement, then that explains essence loss and death if you leave it too long. Your rejection also explains that there's no easy "waking up" from astral projection, you need to astrally get back to your body.

If you take deadly stun damage while projecting, you do instantly leash back to your meatbod. Mages in my games have worn shock watches set to 4 hours 59 minutes so that if they were trapped by astral wards, stuck tunnelling through the earth, trying to hide while being chased by various spirits, or otherwise detained while astrally projecting, their watch would go off before they ran out of essense, stun them unconscious, and a few minutes later they would wake up in their body. Checking for magic loss is far better than certain death due to essence loss.
Go to the top of the page
 
+Quote Post
nezumi
post Mar 23 2007, 12:53 PM
Post #107


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,546
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



To answer some questions...

Magical security -
I don't expect the 'average mook' to have a magical security system, but an entire group of average mooks should. More importantly, the lack of mundane magical security enforces the current unbalance of power; magic trumps cyber, magic trumps magic, cyber trumps only cyber. There needs to be a non-magical something that can effectively prey upon magic OR magic should not be so powerful against mundanes (like if essence loss increased the TN for spell targeting on ALL spells, not just healing spells).
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 23 2007, 02:11 PM
Post #108


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



14S rifle from 1.2 km trumps mage.

"Magic" may not be overcome by any mundane concept that doesn't create a background count, but mages can be easily removed from the threat list by anyone with the right skills and some semblance of opportunity.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 23 2007, 02:28 PM
Post #109


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



14S from 1.2km is somewhat more than "some semblance of opportunity".

~J
Go to the top of the page
 
+Quote Post
Platinum
post Mar 23 2007, 02:33 PM
Post #110


Running Target
***

Group: Members
Posts: 1,095
Joined: 26-February 02
From: Ontari-airee-o
Member No.: 1,115



QUOTE
QUOTE (nezumi)
One that I think needs to be specifically introduced in regards to countering magical threats through mundane means

Um, why? Do regular mooks typically install their own home alarm systems? Protect their personal information from fraud by themselves? Track down people who commit crimes against them? No, of course not; this is what subcontracting is for. Remember that 1% is about 1 in 100; this is the equivalent of a couple people per apartment building, or per two blocks in a housing tract. I imagine that the term "Neighborhood Watch"[ers] to suddenly become popular again.


I have to agree with Eyeless here. I think magic should be needed to counter magic. You don't have sammies beating information out of a computer system, why should magic be any different.

QUOTE
QUOTE
Astral & Essence
A) Astral scouting is overpowered
  1 Introduce more dual-natured plants for magical defense
  2 Wards can be created by mundanes
  3 Astral forms cannot hear the material world
  4 Astral bodies cannot pass through other astral bodies (including the earth)
  5 Current rules for spirits finding intruders in a building are overpowered
  6 We need more explanation on how stealth works against astral perception
  7 Range modifiers apply to perception & spellcasting
As I said, Neighborhood Watch[ers]. I don't think we need extra rules here.

I agree here with the original poster. No reason why a mundane with a sorcery skill could not create a ward, just like they can talismonge. Astral forms should be able to pick up emotional emanations based on the conversation if the person is not masking.

I disagree with 5. Depending on how much living material and how many people are in a building it should be easy. I think personally, that there should be a TN modifier kind of based on a cover modifier. no life in a building .... you stand out like a bonfire in the night. If there is alot of life, (other people and plants) then you can hide much better, as there is more to sift through)

QUOTE
QUOTE
B) Magicians and adepts can take cyber without serious penalty
  1 Reduce cost of initiation, but it does not increase the magic rating (to combat cybered mages)
  2 Geasa taken against magic loss from cyber or bio counts against all adept powers, not just one point
  3 Essence is an attribute of the astral form, essence reducing drugs & cyber are reflected in the form (although do not reduce the form's functionality)
  4 By canon, a form whose body has died will already die in Essence hours
  ! We need to define what 'essence' is!!
    i Why are higher essence characters easier to heal?
  5 Remove geasa as a game option
  6 Eliminate magic loss from deadly wounds and stun
Hm. Well, if you're eliminating magic loss from deadly wounds and stun, and allowing stim patches and focus addiction rules to cause Magic Loss via Essence Loss, then the only reason geasea would exist would be to counteract cybersurgery. In that vein, maybe it should be removed.


1. So what is the point of initiation? just taking metamagics? then why not change them to a skill?

I think over all I like second edition magic rules much better. I know that learning spells are a pain for each of the different damage levels, and you get metamagics on first initiation, but if you tweak those, you have a better base to start from.

(Essence is the level which the spirit is in harmony with the body.)

Geasa should be a penalty, like in second edition. If you lose two points of magic, you will have to learn cast differently, to channel power. (you can shed a geasa upon initiation) Geasa in third edition was a munchkins way of getting out of augmentation penalties.

Focus addiction rules are stupid. you know what the penalty is for foci? Grounding or having the possibility of losing your foci. being really weak when they are taken away. those are great penalties so often overlooked.

QUOTE
Then again, there's also my old idea of weaving it together with Aspected Magery. Also make the fulfillment of talisman, gesture, and other "easy" gaesas take a free action to use, as Bitbasher suggested in that thread. Because of that simple rule, having more than one Geas would require you waste an init pass messing with your geasea just to cast a single spell.


That is just cool.

I am continuing in another post so it doesn't get too long.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 23 2007, 03:00 PM
Post #111


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Kagetenshi @ Mar 23 2007, 09:28 AM)
14S from 1.2km is somewhat more than "some semblance of opportunity".

Indeed, it is a trump. However a shotgun at 37 meters is usually enough to outrange a Detect Enemies.
Go to the top of the page
 
+Quote Post
2bit
post Mar 23 2007, 03:14 PM
Post #112


Moving Target
**

Group: Members
Posts: 749
Joined: 28-July 05
Member No.: 7,526



From that aspected magery thread:
QUOTE (Eyeless Blond)
a Domain Geas would restrict the magician from using magical skills outside of a very restricted domain (for instance, occupied buildings.)
Sorry, I have to:
"I can turn invisible, but only when no one's around!"
Go to the top of the page
 
+Quote Post
nezumi
post Mar 23 2007, 04:18 PM
Post #113


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,546
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



QUOTE (Platinum)
I have to agree with Eyeless here. I think magic should be needed to counter magic. You don't have sammies beating information out of a computer system, why should magic be any different.

But it is different. A decker can't use hacking to directly attack a street sam either. The two really can't directly influence each other, there's little cross-over. A rigger can directly attack a street sam, but a rigged vehicle is still vulnerable to the street sam's weapons (APDS, rocket launchers, etc.) There is cross-over, but the two are at least able to counter each other. A mage can attack a sam while being invulnerable to counter attack (through spirits, invisibility, extreme range, etc.) There is one-sided cross-over. That seems unbalanced to me.


That said:
QUOTE

No reason why a mundane with a sorcery skill could not create a ward, just like they can talismonge. 


This is the sort of counter I was talking about. A street sam who can erect wards can create at least the most basic defenses against magical attack.

QUOTE
14S rifle from 1.2 km trumps mage.


No, it really doesn't.

A rifle at that range, even accepting the ridiculous "scope reduces range to 0 rule" is still looking at significant modifiers; cover, light, fog and so on. Meanwhile, a mage suffers ZERO range penalties, zero light penalties, limited fog and cover penalties. While your 14S rifle isn't even available at chargen, his 6D manabolt spell most certainly is (and can't be dodged by you and can't be resisted with armor).

But that's giving the sam the benefit. Lets put them on more even keel.

The mage is invisible, knows how to use cover, has his own 14S rifle, and has an elemental on call. Now what does your sam do? At 1.2 km, he's out of range of ultrasound. You can't see him. You can't hear him, but he can spot YOU with a perception check, or by using watchers. He can also sit back and send his spirit to attack you, in which case your charisma 3 street sam is basically nuked (since immunity to weapons will negate most things your character will have available).

That is not what I would consider balanced.

Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 23 2007, 05:04 PM
Post #114


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (nezumi @ Mar 23 2007, 11:18 AM)
The mage is invisible, knows how to use cover, has his own 14S rifle, and has an elemental on call.  Now what does your sam do?

Ask the rigger to kill it.

But like I said in my response earlier. 37m is all you usually need to get surprise on a paranoid mage (who will either have spent significant resources on a force 6 sustaining focus for Detect Enemies, or is at a 1 or 2 point sustaining penalty) and that's short range for an assault rifle, so the cybered surprise can roll his many reaction dice vs. a 2, while the mage rolls a few reaction dice vs. a 4 and then proceeds to get shredded.
Now, you can easily counter this by mentioning the mages friend the MBW enhanced troll with enough armor to ignore a railgun. That imediately gets to the point that while magic can do many things, you shouldn't look at SR as a deathmatch between archetypes.

Grenades out-kill spells consistently at starting forces and conditionally at higher forces. There is no smartlink for manabolt. FAB3 and background counts will do absolutely nothing to the MBW troll with the custom FA shotgun.

Yes magic needed more vulnerabilities than were in the main SR3 book, that's why more were added in MitS. As for wards, in favor of them being more common and limited more by litigation than lack of ability. I could easily see a law that wards may not restrict access for the astrally handicapped (dual nature SURGE flaw) beyond the physical impediments. Locked door, ward allowed. Unlocked door, no ward. This would also allow the legal parallel between alarm wards and security cameras.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 23 2007, 05:11 PM
Post #115


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



37km is definitely not short range for an assault rifle. Nor is 361m, which is what you need to escape an extended-range Detect Enemies spell at that force.

~J
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 23 2007, 05:20 PM
Post #116


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Kagetenshi @ Mar 23 2007, 12:11 PM)
37km is definitely not short range for an assault rifle.

SR3 GM screen, ranges, assault rifle, short: 0-50. Sport rifle is 0-100 and sniper is 0-150.

It is long for the shotgun I incorrectly cited in a previous post, and medium for the SMG I thought about using in the argument.

I also noticed that the 1.2km I used earlier would have to be a custom extended barrel sniper rifle, so even less useful in the argument.
Go to the top of the page
 
+Quote Post
Platinum
post Mar 23 2007, 05:23 PM
Post #117


Running Target
***

Group: Members
Posts: 1,095
Joined: 26-February 02
From: Ontari-airee-o
Member No.: 1,115



QUOTE (nezumi @ Mar 23 2007, 11:18 AM)
The mage is invisible, knows how to use cover, has his own 14S rifle, and has an elemental on call.  Now what does your sam do?


Ultrasound, tactical computer, supression fire, a couple of grenades. Shadowrun is a game of rock,paper,scissors where everyone has their own areas of expertise. It's more about preparation and tactics than just raw archtype abilities.

Detect enemies doesn't work against a well planted bomb.
Go to the top of the page
 
+Quote Post
Kagetenshi
post Mar 23 2007, 05:25 PM
Post #118


Manus Celer Dei
**********

Group: Dumpshocked
Posts: 17,006
Joined: 30-December 02
From: Boston
Member No.: 3,802



QUOTE (Herald of Verjigorm)
SR3 GM screen, ranges, assault rifle, short: 0-50. Sport rifle is 0-100 and sniper is 0-150.

Check your units.

~J
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Mar 23 2007, 05:27 PM
Post #119


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



QUOTE (Kagetenshi @ Mar 23 2007, 12:25 PM)
Check your units.

Ah, thank you. Typo corrected. Also, Platinum wrote a far superior counter than my rambling mess, lets use that one to continue the debate.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2007, 02:37 AM
Post #120


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (nezumi)
QUOTE (Platinum @ Mar 23 2007, 09:33 AM)
I have to agree with Eyeless here.  I think magic should be needed to counter magic.  You don't have sammies beating information out of a computer system, why should magic be any different.

But it is different. A decker can't use hacking to directly attack a street sam either. The two really can't directly influence each other, there's little cross-over. A rigger can directly attack a street sam, but a rigged vehicle is still vulnerable to the street sam's weapons (APDS, rocket launchers, etc.) There is cross-over, but the two are at least able to counter each other. A mage can attack a sam while being invulnerable to counter attack (through spirits, invisibility, extreme range, etc.) There is one-sided cross-over. That seems unbalanced to me.
A decker can also hack Lone Star and get the mage framed for a quadruple homicide. What's your point?


QUOTE
That said:
QUOTE
No reason why a mundane with a sorcery skill could not create a ward, just like they can talismonge. 

This is the sort of counter I was talking about. A street sam who can erect wards can create at least the most basic defenses against magical attack.

Er, but ward-making doesn't use Sorcery skill; it uses Magic rating. That's why every mook with a Magic rating can make one, even if they can't do any other magic at all.

Or do you propose changing that?
Go to the top of the page
 
+Quote Post
Platinum
post Mar 24 2007, 03:05 AM
Post #121


Running Target
***

Group: Members
Posts: 1,095
Joined: 26-February 02
From: Ontari-airee-o
Member No.: 1,115



I would be fine with changing the mechanic to use sorcery to erect a ward, but it would take hours to construct, much like a hermetic circle, (and cost a pretty penny)

an instant ward would be out of the question.




QUOTE
But it is different. A decker can't use hacking to directly attack a street sam either. The two really can't directly influence each other, there's little cross-over. A rigger can directly attack a street sam, but a rigged vehicle is still vulnerable to the street sam's weapons (APDS, rocket launchers, etc.) There is cross-over, but the two are at least able to counter each other. A mage can attack a sam while being invulnerable to counter attack (through spirits, invisibility, extreme range, etc.) There is one-sided cross-over. That seems unbalanced to me.


You are not thinking like a criminal. A decker can trap a sammie in an elevator, can enable a building's defenses, leak footage of the sammie ... ruin his rep ... reprogram his simsense ring for psychotropic BTL... the possiblities are staggering.

Sure a mage can send a spirit after a sammie ... but a sammie doesn't always travel alone. Spirits that attack someone get investigated by paranormal cops. Just because you can be invisible and send a spirit after someone doesn't mean they are defenseless. Everything depends on anonymity, and planning things out properly. Ultrasound trumps your invisibility. If you know who is after you and investigate their habits, you can always find a way to catch them unaware. If you know they have a sustaining focus and detect enemies... wait till just before they have to reactivate it.

Someone that has detect enemies always active gets a massive amount of false positives. after a while they just want to sleep undisturbed, and drop it.

Magic is not the end all be all.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2007, 05:43 AM
Post #122


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



...though it can be through initiation. Maybe we should consider optional rules to--how did nezumi put it--"require eating puppies or something," to initiate. I heard things about how magic in SR2 involved forcing your mind to become insane for a brief period. Did that ever have mechanical consequences that we can exploit here?
Go to the top of the page
 
+Quote Post
hyzmarca
post Mar 24 2007, 06:54 AM
Post #123


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



Dude. Any sammie can beat a Force 12 spirit to death with a fishing pole much more easily than he can send a volkswagon to the great highway in the sky with his predator. .
Go to the top of the page
 
+Quote Post
nezumi
post Mar 24 2007, 02:20 PM
Post #124


Incertum est quo loco te mors expectet;
*********

Group: Dumpshocked
Posts: 6,546
Joined: 24-October 03
From: DeeCee, U.S.
Member No.: 5,760



Again, I have no question that any character type, decker, rigger, sam or mage, can whip any other character type when the first character type has the advantage of knowing his target and having the time to plan a real ambush.

My problem is that in a one-on-one mash-up, when no one has significant advantage over the other so you don't have time to spend weeks planning an ambush or what-have you, the mage has a clear and significant advantage in combat over every character type except the (drone) rigger (remember a spirit can manifest in the cockpit of a normal vehicle rigger. Actually, now that I think about it, even a drone rigger is in trouble since it takes so little time for a watcher pack to find him where ever he's hiding.)

The end result in our 'paper-rock-scissors' is, generally speaking, rigger and mage trump each other and everything else, sam and adept trump each other and anything below them, and the decker is a wild card.

If we reduce how silly vehicle damage works out, either negating all damage or taking serious damage, it becomes a little more balanced in that a sam/adept can trump a rigger and a rigger has a slight advantage over a mage, while the mage can generally beat the sam/adept.

I'm of the opinion that mages and sams can be brought in-line by:
-Allowing for the mundane creation of wards
-Reworking spirits "immunity to normal weapons", since apparently a fishing pole is not a normal weapon, but against guns, again we have an all or nothing situation.
-Reducing how insanely easy it is for spirits (especially watchers) to find anyone almost any circumstances, or at least how there's largely no defense against this for mundanes (I cannot imagine that after forty years of magical surveillance threats the corporations haven't found a more convenient, cost effective method than huge wards).
-Better defined rules on using astral camouflage

I would also be interested, but doubt it will be as popular in enacting rules for:
-Detecting astral activity - in theory this stuff already exists today, as paranormal hunters watch magnetic and IR radiation levels for signs of invisible spirits. This would not tell you who is there, what they're doing or any details like that, just when you have company and when you don't, and it can be defeated (most easily due to its extremely short range)
-A way of neutralizing astral activity in the area, perhaps by being able to temporarily create a background count, being able to easily "buy" spirit services, etc.
Go to the top of the page
 
+Quote Post
Eyeless Blond
post Mar 24 2007, 05:20 PM
Post #125


Decker on the Threshold
******

Group: Dumpshocked
Posts: 2,922
Joined: 14-March 04
Member No.: 6,156



QUOTE (nezumi)
The end result in our 'paper-rock-scissors' is, generally speaking, rigger and mage trump each other and everything else, sam and adept trump each other and anything below them, and the decker is a wild card.

If we reduce how silly vehicle damage works out, either negating all damage or taking serious damage, it becomes a little more balanced in that a sam/adept can trump a rigger and a rigger has a slight advantage over a mage, while the mage can generally beat the sam/adept.
Well, then, what's the problem? Are you saying the solution is to fix vehicle damage?

QUOTE
I'm of the opinion that mages and sams can be brought in-line by:
-Allowing for the mundane creation of wards
Still not liking this one. I don't like the idea of a mundane having such a powerful tool to use against mages. And, frankly, a ward is a powerful tool for a mundane, even more powerful than for a mage because there is absolutely nothing for him to lose in warding everything and everywhere.

QUOTE
-Reworking spirits "immunity to normal weapons", since apparently a fishing pole is not a normal weapon, but against guns, again we have an all or nothing situation.
Emphatically YES! Just like vehicle damage, Immunity needs a rewrite.

At the same time, we should probably look at that Contest of Wills thing; I really doubt that it was intended for Reach melee weapon mods to be so incredibly important in dealing with spirits.
QUOTE
-A way of neutralizing astral activity in the area, perhaps by being able to temporarily create a background count, being able to easily "buy" spirit services, etc.

Well, according to the MitS rules, creating a low background count (1-2) is as easy as:
A) Murdering a few people (death pollutes the astral rather quickly, but temporarily unless we're talking Auschwitz.)
B) Holding a rave (intense emotions work too, but must be sustained for awhile. Note this leads to Johnsons meeting runners at bar/club areas, to help mask them from astral detection.)
or C) Working out of a drab, Dilbert-like office building, homeless shelter, or whorehouse (apparently sustained feelings of hopelessness and despair also cause background count.)

Getting higher than 2 is a bit tougher, granted; you'll probably have to either FAB somewhere for an extended period or set up a torture chamber.
Go to the top of the page
 
+Quote Post

11 Pages V  « < 3 4 5 6 7 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 1st December 2024 - 07:02 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.