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> Astral Space, Essence, and the Awakened, the SR3R way
nezumi
post May 2 2007, 01:23 PM
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:love: I love those astral psychosis ideas. I want me some crazies!

That said, I sort of fall in the 'loony GM' category, so a more objective voice should probably weigh heavier.
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hyzmarca
post May 2 2007, 04:15 PM
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Magic is mostly an unimportant stat. A magician can get away with a magic of 5 or even 4 if he is willing to overcast and a magic higher than 6 is completely unnecessary unless he is willing to invest a great deal of time and karma learning spells at force 7 or above (since it can't be done at chargen).
It might be wise to make the magic stat a bit more useful, other than just adding to spell pool.

Spells eating puppies is by far the most consistent with fluff. How about casting spells and summoning uses up mana in the area, making it unusable for any other purpose. Every time a spell is cast or a spirit is summoned it creates a Background count of Force/Magic within a radius of Magic meters from the caster (since a higher Magic rating allows him to draw mana from a wider area). This BC is reduced by 1 every (pick a useful number) combat turns but multiple acts of magic stack. A giant magic battle could potentially turn an area into a mana wap, if only for a few minutes.
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Eyeless Blond
post May 3 2007, 12:33 AM
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Because this basically became the SR3R Magic thread:

QUOTE (Kagetenshi)
[added as C-12]: Gecko Crawl and Levitate have the exact same target numbers and drain codes. Now, Gecko Crawl doesn't increase your TN if you mass more than 100 kilos, but is that really a big enough compensation for losing both the ability to use it to manipulate objects and the ability to leave surfaces?

[added ad L-1]: what are the effects of a mage with Focused Concentration ingesting Psyche? No additional bonus? Something else?


All will be added to the list. (Edit): hyzmarca's suggestion added under H-2, with a little extra bit of my own added.
H-2) Spells/magic use eating puppies: astral spell pollution causing background count?
--a) Creates a Background count of Force/Magic within a Magic radius of Magic meters from the caster
--b) This BC is reduced by 1 every (pick a useful number) combat turns but multiple acts of magic stack. A giant magic battle could potentially turn an area into a mana wap, if only for a few minutes.
--c) Additional rule: mage uses lowest background count within (Magic) meters to cast spell.
--d) Makes Magic att. more important.

As for the astralpsychosis stuff, yeah, I do agree that maybe the "roll on the table for crazy" idea is probably going a bit too far for this revision. On the other hand, I really don't view initiating too rapidly as being much different for a mage than a sammie who elects to become a cyberzombie for more power. Have you seen the rules for those? Yikes!

Part of where I'm going with this is to reintroduce the flavor that many people have intimated was part of SR1 and SR2, namely that you had to be at least a little off your rocker to even use magic in the first place. The world of the mage is a a world of insanity, where things happen due to pure thought, where the laws of physics and common sense fly out the window in the face of overwhelming power. Initiating--the act of utterly immersing yourself in that insane world--should have consequences akin to those of diving head-first into the mind of a mental patient.

Another factor that I wanted to add in [added, under H1-d] was that the Psionics tradition, being a somewhat more "rational" tradition than others, don't receive these penalties, or at least fewer of them. Thus, you can retain your sanity in exchange for some of the power you get as a mage.


nezumi: any other ideas to help fill that table? I need more types of crazy people with enough power to crack the planet, darnit! :)
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Kagetenshi
post May 3 2007, 01:18 AM
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I posted those in the SR3R main thread precisely because I was trying to avoid this becoming the SR3R all-magic thread :) though the distinction does blur pretty easily.

As for psionics, it's not a horrible idea but I'd rather reduce the degree to which anyone who views magic in a way other than Shamanic or Hermetic is at all correct rather than increase its legitimacy.

~J
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post May 3 2007, 01:20 AM
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Summary (for p10:)
[ Spoiler ]
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post May 3 2007, 01:50 AM
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QUOTE
C-12) Gecko Crawl and Levitate have the exact same target numbers and drain codes. Now, Gecko Crawl doesn't increase your TN if you mass more than 100 kilos, but is that really a big enough compensation for losing both the ability to use it to manipulate objects and the ability to leave surfaces?


Gecko Crawl compares unfavourably enough that it would only be chosen on character grounds - there's no point in keeping redundant spells when SR3R could fix 'em.
Gecko Crawl could allow faster movement - lowering the TN to 3 or 2 would speed up lower force versions while not allowing excessive speed at high force. Reducing the drain to 0 or +1 M is another obvious measure.

QUOTE
L)
-1) what are the effects of a mage with Focused Concentration ingesting Psyche? No additional bonus? Something else?

'Stack' the modifiers so that the mage with psyche and the FC edge has no penalty. No point in half redundancy - we don't want to discourage combat mages from a dependency on smart drugs.

QUOTE
H) Magic EATING PUPPIES
-1) Initiation eating puppies: astralpsychosis, or people going crazy from too much magic.
--a) Mania: (total initiate grades gained in past decade)/2 to all social TNs.
--b) Low Pain Threshold: When injured, add (total initiate grades gained in past decade/2, round down) to condition monitor to determine would penalties.
--c) Mental break: If gaining more than one initiate grade in (Initiate grade) years, roll Willpower vs. TN of Grade. TN=2*Grade if less than (Initiate grade) months. Failure means you gain a neurosis.
--d) The Psionics tradition, being a somewhat more "rational" tradition than others, doesn't receive these penalties, or at least fewer of them.

Instead of basing these off initiate grades over time you could implement them as a variation of ordeals. They could lower the karma cost for initiating by .5 in addition to ordeals or not. With this approach you wouldn't need to lessen their impact.
New astralpsychosis - Pact: Initiate makes 'deal with devil' sort of like the dark secret flaw. The 'devil' could range from a malevolent free spirit to a horror (more risk & reward).
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Eyeless Blond
post May 3 2007, 01:55 AM
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QUOTE (Kagetenshi)
I posted those in the SR3R main thread precisely because I was trying to avoid this becoming the SR3R all-magic thread :) though the distinction does blur pretty easily.
Heh, that ship sailed awhile ago, back when ~2 pages were spent arguing over different spells. Note all of C) was discussed on this thread already at least once; in fact C is practically the only place we've gotten anyone to agree so far! :)

QUOTE
As for psionics, it's not a horrible idea but I'd rather reduce the degree to which anyone who views magic in a way other than Shamanic or Hermetic is at all correct rather than increase its legitimacy.

Wow that's a hard statement to parse. :) So you're saying you want only Shamanic and Hermetic magic to be considered legitimate, and nothing else? Um... why, exactly? Those poor hougans, wujen, and Path of the Wheel mages! :P

It's not that I'm "legitimizing" Psionics; in fact it's more like de-legitimizing it. When I say that most mages are "crazy as loons, but don't say that to their face as they're likely to kill you with their mind", I mean it in the same way that I say that sammies are "hideous, unhuman monsters, but don't say that to their faces as they'll shoot you six times before you can blink."

What I'm going for here is for magic to be, like cyberware, an exchange of what makes you "human" or "normal" in exchange for power. Cyberware exchanges your Essence--that vital connection between your soul and your body--for that power, and the result is a withdrawn, semi-mechanical being that, at low to negative levels of Essence, can't rightly be called human anymore. Magic, as I see it, should be a similar exchange: in this case, you exchange your sanity, your fundamental grip on physical, "normal" reality for power. The result is a person who no longer has any proper sense of what reality should be, who, when initiating too far or too quickly, is no longer capable of grounding his mind in the "real" world.
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Kagetenshi
post May 3 2007, 01:56 AM
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QUOTE (Link)
Gecko Crawl compares unfavourably enough that it would only be chosen on character grounds - there's no point in keeping redundant spells when SR3R could fix 'em.
Gecko Crawl could allow faster movement - lowering the TN to 3 or 2 would speed up lower force versions while not allowing excessive speed at high force. Reducing the drain to 0 or +1 M is another obvious measure.

Faster movement as a whole could work. The problem with lowering the TN is that it is relatively unprecedented—everything with a static TN, IIRC, has it set at either 6 or 4. The drain code is another thing we can't just muck around with, because they actually did the right thing and made a system for defining how the drain codes are calculated and stuck to it. I'll have to take a look at how things work out over the weekend.

~J
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Eyeless Blond
post May 3 2007, 11:42 PM
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An alternate idea is to have Levitate give off that "Geek-me glow" the way the Armor spell does. :)
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Kagetenshi
post May 3 2007, 11:46 PM
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I'm not sure that really changes much—ok, so it reduces the power of invisible levitation, and means you can't float around stealthily in the dark, but unlike the Armor spell Levitation gives a pretty big hint that there's something magical going on already—namely, there's something floating around in the air.

~J
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nezumi
post May 4 2007, 12:22 PM
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The problem with Gecko Crawl is that its limited in its versatility. You can only follow the walls to get around, whereas levitation can float you anywhere you please. Making levitation glow also puts limits on its versatility. Gecko Crawl becomes more sneaky, levitate becomes more powerful. In an occupation where stealth is most valuable, any spell which cuts into that stealth significantly reduces its value. I think the glow is a quick and elegant solution which brings the two approximately on par (if that's really our concern).
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Eyeless Blond
post May 11 2007, 01:57 AM
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Okay, we've gone a week without a post; that's quite enough.

Let's start by getting rid of A and B, mostly because I thought most of B was resolved already, and the two are related enough that they should go together.

Reference:
[ Spoiler ]

(For those paying attention, note that I'm deliberately leaving out section A3, and B3-4 at the moment, in the interest of one debate at a time).

So, what essentially needs deciding here is this: is Essence an attribute of the astral body and it's connection with the physical body (as per B1), or an attribute of the physical body, and the energy it provides to create/sustain the astral body (B2)? In other words, is the astral body created and maintained by the body (B2), or does it exist independently (B1)?

This is immediately relevant to us first because if the astral body is created and maintained by the body, then it implies A2, that a connection must exist between the physical body and an astral body, even when the astral body is projecting. If the astral body only exists because the physical body creates it, then cutting it off from the physical body would mean it ceases to exist. You could argue that is exactly what it happening, that the loss of Essence is the astral body's slow death as it is cut off from the physical body, but that would imply that the astral body has some sort of inherent existence, that it can possess an amount of Essence that it can use to sustain itself. Only if the astral body has some sort of inherent existence in and of itself does it make sense for it to be possible to completely shut off contact with the physical body.

It is important to note, though, that the astral body having its own existence does not necessarily mean that the astral body *must* disassociate completely from the physical body while projecting; in other words B1 does not necessarily imply A1 in the same way that B2 implies A2.


Myself, I vote to go with B1 and A2. B1 makes more sense for me when looking at the Essence costs of cyberware; I have less of a problem reasoning that bone lacing for instance reduces Essence because it makes your astral self less in-tune with your physical body than I do thinking that bone lacing somehow sucks energy out of your body that would otherwise be used to create and maintain your astral self. A2 I like solely because I like the idea of snapback, that you can knock yourself out to essentially do a metaplanar shortcut back to your body. It gives astral projection the same safety net as decking, where you can jack out if things are just too hot, though in either case you leave your signature behind for anyone to follow if they so desire.

Thoughts? Comments? Votes?
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Kagetenshi
post May 11 2007, 02:12 AM
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Personally, I'm more of a fan of B1 and A1—precisely because I'm not a fan of snapback. I could be convinced depending on how much else we do with Astral Space, but right now Astral Space is generally friendlier than Matrixspace, which makes me think that the same safety nets shouldn't be available.

~J
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hyzmarca
post May 11 2007, 02:30 AM
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Personally, I'm a fan of Essence being treated as an attribute of the whole self and not of a single Astral or Physical body, analogous to ED Patterns. Essence Loss from projection happens to both bodies at the same rate because Astral Projection is essentially cutting yourself in half, with the Physical part of your Pattern staying in one place while the Mental part of the Pattern wanders around disconnected. By the same token, if you cut yourself in half, longways , both halves might be able to survive independently for a while. Each half of your brain is able to function independently of the other. But, if you crudely cut yourself in half with a sword or something, you're two halves will almost certainly die as your blood and internal organs spill out.
Projection creates two separate but connected essences each with gaping bleeding wounds in them where they were once was connected.

I am also not a fan of snapback. I would prefer that any projecting individual should be able to instinctively find his own body due to an unbreakable connection but this requires conscious effort. Other characters can use Ritual Tracking to follow this connection in either direction. Characters who are knocked unconscious while projecting would die if they do not wake up in time to return to their bodies.
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post May 11 2007, 04:25 AM
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QUOTE (hyzmarca)
Personally, I'm a fan of Essence being treated as an attribute of the whole self and not of a single Astral or Physical body, analogous to ED Patterns.  Essence Loss from projection happens to both bodies at the same rate because Astral Projection is essentially cutting yourself in half, with the Physical part of your Pattern staying in one place while the Mental part of the Pattern wanders around disconnected.  By the same token, if you cut yourself in half, longways , both halves might be able to survive independently for a while.  Each half of your brain is able to function independently of the other. But, if you crudely cut yourself in half with a sword or something, you're two halves will almost certainly die as your blood and internal organs spill out.
Projection creates two separate but connected essences each with gaping bleeding wounds in them where they were once was connected.

This must be A3 ;)

I'll preface my vote by saying I don't have much philosphy about essence-cyberware, don't like snapback and I like the ED connections of A3 but know little of ED.

A1 & B2

I was going to contribute a long list of votes to the extensive thread summary but I thought it a bit pointless. This method of resolving each issue looks better (so I'll leave my point on glowing armour spells for the C-5 vote). We have issues and need closure :)
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nezumi
post May 11 2007, 01:31 PM
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I still like to think of the astral self as 'running on batteries' and the body as the recharger. That helps explain how things like drain and cyberware works on essence, to a degree. Going off that, I would go with A1, with all its clauses, and B-2.
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Demon_Bob
post May 11 2007, 02:55 PM
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QUOTE (Link @ May 10 2007, 10:25 PM)

This must be A3  ;)

Was told once that the right side of the brain controlls the left side of the body.
So not being in my right mind.
So a body cut in two would be as dead as a severed head.

A3 has been designated to fun and frighting extras in astral, so it would have to be A8.

Prefer A1 and B1.
With the amount of cyberware reducing the Force of the spirit able to reside within the body. B2 & B1 may also affect the explanation of where some spirits come from.
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darthmord
post Jun 1 2007, 02:50 PM
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I would have to go with B1, A2.

Even then, it's not a tight fight. I see Essence as the measure of the soul's connection to the meat body. Then again, I also see Astral Projection as taking your soul out for a jaunt.

This has the obvious side effect of nothing being home in the body which would encourage the body to start shutting down after a period of time.

I definitely see A2. Mainly because that's how I interpret the rules as well as well as it makes sense.

A Decker gets dumped. His mind doesn't just get lost in the Matrix. When he recovers from the dumpshock, he's in his own head. Why shouldn't the Astral be the same way? So, yes I'm a fan of snap-back. It's effectively re-creating dumpshock, magical style.

But the above is how my SR games have always been run in terms of this sort of stuff. The players never complained about it and we all got on with the fragging, chunky salsa effects, and pay-data.

(for those that wonder, yes I'm a long-time lurker and recent forum sign-up)
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nezumi
post Jun 1 2007, 03:42 PM
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QUOTE (darthmord)
A Decker gets dumped. His mind doesn't just get lost in the Matrix. When he recovers from the dumpshock, he's in his own head. Why shouldn't the Astral be the same way?

The reason is because in the matrix, information is being formatted for you to interact with it, but everything that is you is still in the same body. It's only a representation of you out there doing all that matrix work, like a remote control car. With astral travel, it really is you going out there, your very soul, so you're not all in the same place. Hence, there's no reason the same rules apply.

(Not trying to be difficult, mind you, just answering the question.)
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post Jun 1 2007, 11:32 PM
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The tally so far...
A2 B1
A1 B1
A1 B2
A1 B2
A1 B1
A2 B1
The tribe has spoken.
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Kagetenshi
post Jun 20 2007, 01:46 AM
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Unless I'm missing something, that looks like an even 2-2-2 split. As such, unless some convincing argument comes forth, I'm going to make a ruling soon so we can move on.

~J
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post Jun 20 2007, 03:30 AM
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I saw it as 2:1 for A1 over A2 and B1 over B2. Depends on how inter-related A & B are.
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nezumi
post Jun 22 2007, 07:27 PM
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I'll toss out an easy suggestion -

When a spirit or watcher is destroyed or disrupted, the caster is NOT instantly aware of this, nor is the caster aware when the spirit runs out of time and disappears (unless he took note initially of how long the spirit would last and just watched the clock), if it got distracted and wandered off, so on and so forth.

Related, the control spirit wording should be rephrased. If the caster isn't there, he shouldn't know if his spirit gets stolen. Rather, I suggest the modified mechanic:

If the caster is present, anyone trying to control the caster's spirit follows the rules as stated in the rules. Both suffer drain as appropriate, blah blah.

If the caster is NOT present, the second mage must get more successes than the caster has remaining favors (remember, favors represent successes on the initial summoning). If the spirit has 0 favors owed to either mage, or the new mage goes unconscious, the spirit goes uncontrolled. Regardless, only the new mage rolls drain, the original caster does not.


Thoughts?
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post Jun 23 2007, 12:27 AM
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QUOTE (nezumi)
When a spirit or watcher is destroyed or disrupted, the caster is NOT instantly aware of this, nor is the caster aware when the spirit runs out of time and disappears (unless he took note initially of how long the spirit would last and just watched the clock), if it got distracted and wandered off, so on and so forth.

This may be the case now, particularly with spirits bound (or on standby) but not called or those on remote service.
QUOTE
Related, the control spirit wording should be rephrased. If the caster isn't there, he shouldn't know if his spirit gets stolen. Rather, I suggest the modified mechanic:

An alternative rule could be to consider those spirits out of the summoner's immediate reach* as 'uncontrolled' to the extent they can be taken control of without his knowlege using the rule for Uncontrolled Elementals. Otherwise taking control of a spirit on remote service would be pointless as it has no services remaining.
[ Spoiler ]

These ideas do make conjuring a little more unpredictable and mysterious which is as it should be, so I'm for it.

*For elementals, out of sight in SR1 & 2 or 100-200m in SR3.
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Sphynx
post Jul 2 2007, 08:41 AM
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Anyone have a list of all the rule-changes thus far for magic?

One thing I would like to see somewhat changed is Astral Perception (duh... we all seem to want that, just no agreeing on how). It's too powerful right now, you 'see' everything and a GM has to really bend the rules or rules-lawyer them alot to 'fix' alot of the problems; as do players often enough.

Example: If you see someone's aura that you've seen before. You immediately recognize it. I can't even tell you what someone looked like that I met a week ago, and a good chance I wouldn't recognize them if I didn't get friendly with them, after a week. My aura-memory shouldn't be better. There's not even a "these 2 auras seem kinda similar' aspect, they're all so completely different it seems that you insta recognize them despite completely different moods the same person might have between then and now. I'm sorry, but I can't fathom how you'd recognize my aura right now when you see it again next week and my mood/attitude/actions have all changed. Or how it's so much different than yours when we're both 'feeling' pretty similarly.

Another example... Invisibility, which in my opinion, shouldn't be visible on the Astral. 'sense'able, I'm ok with (after all, with thermal organ bioware you can sense the invisible on the physical plane). But auto-detect, I'm not ok with. I think you should auto-sense that someone/thing is invisible near you, that hairs-on-the-back-of-your-neck sorta thing, but not a clear sight/visual as it is now, which helps pull it away from a more visual sense and into a more 'new' sense.

I'd also like to see Astral Perception made a bit stronger too, but in a different aspect. I think it should be your 6th sense. You can't shut-off your hearing/sight/etc, neither should you be able to shut off your 6th sense. However, like vision, you don't have to 'focus' on something with it (which makes you astrally active), but you should 'sense' with it. I think this should include a rule that anyone with astral perception can often 'see' things that mundanes can't. You might assume that the astrally projecting mage by the window is actually a mundane person standing there, not realizing he's spying on your meeting. Or think ghosts are real people at times. Etc etc.

I think too much effort has gone into making perception a mechanic and not a roleplaying tool in the recent editions. While I'm always ok with more mechanics, I think the game would be better with a different twist to perception. Thoughts?
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