Astral Space, Essence, and the Awakened, the SR3R way |
Astral Space, Essence, and the Awakened, the SR3R way |
Sep 12 2005, 06:37 PM
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#51
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Moving Target Group: Members Posts: 404 Joined: 22-June 05 From: Canada eh! Member No.: 7,455 |
I am relatively sure that we cannot do a full reprint, but I would love to try and rewite as much of it as possible, or sumarize it so that we can publich it. |
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Sep 12 2005, 06:46 PM
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#52
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Oh, hey
5) SPELL RANGES! Can't believe I forgot about that one. |
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Sep 12 2005, 07:00 PM
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#53
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Elaborate?
I don't like the idea of giving spellcasting an innate range, but we do need to clarify certain issues. For instance, if you're standing on the earth (Background Count 0) casting a spell at the Moon (BC 8) through space (BC 10), what penalties do you take? ~J |
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Sep 12 2005, 07:05 PM
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#54
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Decker on the Threshold Group: Dumpshocked Posts: 2,922 Joined: 14-March 04 Member No.: 6,156 |
Well there's a few issues here:
A) casting at things too far away to see. Since things like fog, soft cover and darkness and other visual modifiers apply when casting a spell, I think that distance should also have a factor, for the same reason. Unfortunately "vision" doesn't have a range increment yet, does it? B) casting through background counts. I have no idea how to deal with this. Maybe treat them like casting through astral barriers? |
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Sep 12 2005, 08:10 PM
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#55
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Moving Target Group: Members Posts: 404 Joined: 22-June 05 From: Canada eh! Member No.: 7,455 |
it depends on what spell you are going to cast.... you tn might be so freaking high that you will not be able to affect things anyhow... ie ... what are you going to cast at the moon? fireball ... I am pretty sure that will not be effective.... even if you had a super high magification scope... and you saw the astronaught on the moon walking around .... the magic will travel to the target via metaplane. I would just use the higher of the two background counts... if you are in a high bgc, then it will make your concentration tougher... if the target is in a high bgc, then your magic will have more magic debris or astral static to pass through. That is at least how I see it. and BC between is moot ... just like barriers and spirits. |
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Sep 12 2005, 09:12 PM
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#56
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
So your opinion is to use the higher of the two endpoints?
This seems workable, and doesn't have the problem of using one endpoint (resulting in being able to cast either to the moon from Earth or to Earth from the moon without penalty), and the places where it potentially breaks down aren't present in Shadowrun canon, but let's address them anyway in case someone uses the ruleset for a futuristic game. What if someone surrounds the moon in a clear bubble and fills it with an atmosphere and biosphere sufficient to produce a Background Count of 0? With a sufficiently powerful telescope can you Stunbolt someone walking around up there without penalty? ~J |
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Sep 12 2005, 10:22 PM
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#57
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Moving Target Group: Members Posts: 404 Joined: 22-June 05 From: Canada eh! Member No.: 7,455 |
Correct, I would say that the higher of the two will affect you. if the moon has a BC of 0 it would not matter that there is emptiness in between. Magic would travel the metaplanes then manifest at the other point. Magic states that spells originate within the target.... this would follow that logic. |
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Sep 12 2005, 10:32 PM
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#58
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Here's a question for you, then… what about elemental manipulations? They travel through space. Likewise, what happens if you cast Levitate and then start levitating straight up out of the manasphere? Do you keep track of your die rolls and drop successes as each TN is exceeded?
That method works, but is heavy on bookkeeping. ~J |
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Sep 12 2005, 10:49 PM
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#59
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Moving Target Group: Members Posts: 351 Joined: 17-February 05 Member No.: 7,093 |
Elemental manipulations and the Levitate spell do not work the same way (levitate specifically in your example). Elemental Manipulations do not 'originate within their target', they originate from the magician and travel the intervening distance to the target where they take effect. Hence casting a stunbolt at a guy you can see in a mirror will knock the guy out, but casting a lightning bolt will break the mirror. If you cast levitate on yourself and leave the manasphere, you suffer all the effects of moving into BGC10 (as well as the entire 'no atmosphere' respiration and pressure problems), which will likely kill the spell anyways. You CAN, however, use the telescope to cast levitate on the guy on the moon, and then move him around in the area you can see via this telescope.
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Sep 13 2005, 12:20 AM
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#60
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Moving Target Group: Members Posts: 256 Joined: 24-October 04 Member No.: 6,784 |
Two thoughts:
IIRC, magic doesn't travel through the metaplanes, its the manipulation of mana (a medium permeating both both astral and physical planes, as well as the metas), so the interveneing Manawarp should effect it, like a phone call routed across a bad circuit. No conductive medium, no effect. As for Open Tests, I'll repost this idea in the main thread, but I was thinking it depends on what you decide you want to model with these test. I can't post a probability list like some, but open tests do seem to run the gamut of probable results. To produce more normalized results, consider making this change to open tests. A: Eliminate the Rule of 6 for open tests. B: Roll a number of dice equal to your skill rating and take the highest result. (as normal) C: Add the highest die result to your skill rating for the result. Example: Sly Cat has Stealth 5, and wants to hide in a dark ally from the gangers chasing him. He rolls an open test for stealth, rolling 5 dice he gets a 01, 01, 03, 04, and a 05. The 5 is the highest die result, so he adds that 5 to his skill rating in Stealth (also a 5) for a result of 10. the TN then for the gangers to spot him is 10. If your problem with Open Tests is the many rules in one book problem, this really doesn't help though. |
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Sep 13 2005, 09:03 PM
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#61
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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 |
Eliminate Magic Loss from Deadly wounds. This never really made sense. The only time the Magic Attribute should be reduced is if Essence itself is permanently affected through such things as cyber implantation, dismemberment, etc.
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Sep 13 2005, 11:30 PM
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#62
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Moving Target Group: Members Posts: 488 Joined: 26-February 02 From: Austin, TX Member No.: 90 |
I agree with this a little. No magic loss from Deadly wounds themselves, but I think you should still have make a save for improper medical treatment of said wounds.
Even though in SR4 magic loss from stim patches has been removed, I don't completely agree with that, but think you should still be wary of over using stims to counter drain/stun damage. Keep the threat of magic loss, but lower the chances a little. |
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Sep 14 2005, 09:12 PM
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#63
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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 |
To elaborate on this, it would be a huge benefit to Adepts since they are more likely to physically go toe to toe in combat (and more prone to taking that deadly wound). I always believed that losing actual abilities is a lot harsher than not being able to toss that force 6 spell.
I can see a botched surgery (which does cause a reduction in Essence) as another way magic attribute can be adversely affected. |
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Aug 25 2006, 06:55 AM
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#64
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Moving Target Group: Members Posts: 993 Joined: 26-February 02 Member No.: 313 |
5) Spell ranges: Spell ranges should be subject to certain visual modifiers, also spells should not be able to be cast out of the manasphere.
6) Magic loss from deadly wounds: drop the rule, it has the potential to be used against physads more than other types (IMHO) Alright now for my contributions, 7) Drop Sustaining Focuses, and bring back spell locks and ground. 8 ) New Metamagic technique that allows a spell caster to give up sorcery pool dice to sustain a spell. |
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Aug 25 2006, 10:49 PM
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#65
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Does that include spells being cast from a manasphere, through a mana void, and into another manasphere? The idea that the spell "travels" through all intervening astral territory?
Even if this is true, why is this an argument for dropping the rule? Not saying that it isn't, but I want your reasoning.
Why? What does this do for us that you want?
Basically, same general idea. Why? It's not that I can't think up justifications for all of these, mind you (and counters for many of them)—I'm interested in why you think they're a good idea. ~J |
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Aug 27 2006, 11:42 AM
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#66
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Moving Target Group: Members Posts: 993 Joined: 26-February 02 Member No.: 313 |
5) On page 86 of MitS, it gives a brief description of spell casting in a mana warp. If a caster is trying to send a spell from point a to point c through a manawarp, that spell should have to overcome the effects of the warp.
Imagine throwing a baseball through a fine screen net. You can see the person you're playing catch with, but you'd have to over come the strength of the net to get the ball there. 6) I was mostly agreeing with Kyoto Kid and Catsnightmare on this one. Just seems like physads risk more using their abilities the other magical active characters. Other magically actives (generally) get to stay back and try and use range and circumstance to avoid taking deadly damage. Physads on the other hand (generally) are a part of the fighting. 7) Probably because I simply liked the way grounding worked from an IC point of view. Spelllocks could give you a huge edge, but you never knew if there was a mage lurking in the astral, ready to send a hellblast through your 'lock. Perhaps keeps Sustaining focuses and bring back just grounding? 8 ) After reading through the Idiots guide to the matrix thread, I liked how Deckers were about to use hacking pool dice to suppress IC. I've never really cared for how a sorcerer has to either have a foci or take penalty to all other castings while sustaining a spell. New metamagic (need better name) A magician is able to give up dice from his sorcery pool to sustain a spell. The conversion rate is one die of sorcery pool for every 3 force points the caster wants to sustain. However, this creates a link from the sustained spell to the caster that astral ententies would be able to follow. (Like a string from the ball of yarn to the the knitters rod) |
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Aug 27 2006, 07:27 PM
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#67
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Moving Target Group: Dumpshocked Posts: 573 Joined: 23-July 03 From: outside America Member No.: 5,015 |
I missed this thread during my sojourn. Yay for necroforia.
I think the personality being a complex supernatural force that living bodies have and dead bodies don't makes more sense than saying it is a partially opaque overlay of conditioning and forgetting which exists merely in glial cells and perhaps neurones in the brain. SR trees having a faint aura which steel and concrete lacks would be congruent with this.
That would explain "while you were out" and having to take a test to track down your own body if it was moved while you were projecting (or you projected from a moving vehicle). So how would you handle if a projecting mage received deadly stun, perhaps from a stunbolt or from stun damage inflicted in astral combat? Would you have the essence of the mage just hang there, stationary, vulnerable in astral space unable to do anything? Or would he "snap back" to where his body had been at the start of his projection (how?) and may still be... and if it's not there he'll have to make the "find my meatbod" test once he regains consciousness?
I like this idea. That way you can return to your body but if your "physical" damage plus your stun damage (from drain and/or taking damage from stunbolt spells) exceeds 10 boxes, you go comatose as soon as you return to your body and the overflow is expressed as physical damage. If you keep the magic-loss check every D stun, though, you'd be checking for magic loss more often this way. And how does taking deadly physical damage upset your essence? Does it hurt your feelings? Might one of your parents dying or a romantic relationship gone wrong impose temporary penalties on your essence?
I think this is a good / appropriate mechanic. It would explain why shapeshifters always look like an animal on the astral (where their true identity of self is) and can look like an animal or a human on the physical plane (the biological systems that provide their essence with oxygen and nourishment). And it would explain how someone can assence a mundane person: they're like a letter inside an envelope (or a brightly coloured card, if you like) and you can see colours and borders and lines and words showing through the envelope. A projecting character is a card having left its envelope behind, and can be read more easily, and is brighter. Come to mention it how would you explain shifters having 8 essence? Or would you say they have 6? If they have 8, would they get 8 magic too? Reasoning? How about vampires: if they essence drain by consiming the (physical) bodily fluids of their victim how does that equate to a transfer in 'self' from one individual to the other? If a nosferatu at 6 drains a human at 4 right down until the human is 0 and dies, and the nosferatu is 10, it has absorbed all the 'self' that that human had had... so does the nosferatu now suffer from multiple personality disorder? What if it drained (to death) hundreds of sammies with 0.1 essence each?
Quite. If essence is to do with the astral form (whether or not it is currently melded with the physical form) how come it is easier to heal a character (with a spell) with high essence than it is to heal one with low essence since you can only heal physical damage? And if essence is to do with the astral component of a living being, why is there no Heal Stun spell? I don't think that saying "well, someone with low essence has little of their astral form remaining intact, so therefore mana spells cannot affect them as easily" would work, or else trucking up on 'ware would make you immune to stunbolt, etc.
This is true, but inline with other archtypes.
Right. If we are going to try and introduce nonmagical ways to protect against astral surveillance, then we need to invent parallel systems in other areas too. For example, mages ought to be able to cast some kind of electrical static spell that radiates EM waves in precisely the same way that an ECCM module (rating equivalent to the spell's force) hinders a rigger's surveillance. You could have a quickenned Lazer spell sitting in your server computer, so that there is a non-electronic defence against some decker breaking into the system. And as for protecting mundanes from cyberpacked sams... perhaps whatever new thing we're inventing to stop astral forms from entering houses will prevent all illegal cyberware from passing through it too? I think Sharaloth is right. Mundanes are peons that will fall to the scythe whether it's cyber, drone, a decker exploding your microwave, or an unwelcome teenage mage manifesting beside you making love and asking questions about your technique, or letting you know she's got some disease showing on her aura... completely spoiling the moment. On the other cyberhand, runners and corps have stuff to hide and the money to hide it (and therefore the motivation for Johnsons to uncover it (or pay runners to do so)).
That is the nature of Flaws. Go anywhere with a ghoul or shifter character and astral security will know which alarm wards you've touched, if you've forced your way through an astral barrier, and if you're about to get your soul ripped out as the elevator goes past the 13th floor... Sure SRC tries to dress it up as one of the "bonuses" of being a shapeshifter, but it isn't. Really it isn't. Being kicked in the head at night on the astral as you're trying to get to sleep on the physical by some awakened ganger with time to kill and your starting 5000 :nuyen: wasn't enough to buy you some wards. In exchance for what... no +2 TN when performing nonmagical activities while astrally perceiving? How often would that come in handy?
You can read sensitive documents, punch in pin codes, knock security camera directions or cut their feeds, open doors, let air out of tyres, yank power leads out of alarms etc etc while astrally projecting if you take along your trusty ally spirit with you (and it can materialise with decent strength). This is not something on the list for change; perhaps it should be since it brings mages up to par with, say, a cybered up sammy who bursts into a building, obliterates security cameras and explodes the alarm system and then... you get the picture.
What is it with plurals? One cactus and two cacti, one focus and two foci, one aquarium and two aquaria, easy peasy.
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Aug 27 2006, 07:46 PM
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#68
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I'll address everything else later, but this is a non-issue. I'd pondered over it a great deal when I first went to write this thread, thinking it overly harsh to condemn a stunned individual to death, when I realized that astral forms can't suffer stun damage. There is no astral stun damage, you just hit deadly (meta)physical and start dying. ~J |
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Aug 27 2006, 08:31 PM
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#69
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Moving Target Group: Dumpshocked Posts: 573 Joined: 23-July 03 From: outside America Member No.: 5,015 |
When I first joined DS back on the old site I put forward the same idea, that I thought there was only a single damage track for an astrally projecting mage, but I was told that was not the case by several people.
For example, if a projecting mage casts Stunball at another projecting mage, sure the caster might get (physical) drain but the target (if it doesn't resist) will take stun damage. No? |
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Aug 27 2006, 11:00 PM
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#70
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
@#$%#$@$ing hell…
Maybe it was SR2 where there wasn't Stun? Anyway, as it turns out there's no astral attack that does Stun damage, but astral damage may be Physical or Stun at the option of the dealer. So in the situation above, if the separate-entities model is being used, I'd say the mage hangs there helpless until he or she dies or regains consciousness. ~J |
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Aug 28 2006, 09:52 PM
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#71
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Moving Target Group: Dumpshocked Posts: 573 Joined: 23-July 03 From: outside America Member No.: 5,015 |
My interpretation when I'd read the books before asking questions on DS was that the mental attributes and the stun track were part of (what this thread is calling) the essence. And the physical attributes and the physical damage track were part of the body. Hence the augmented attributes resulting from possession, for example, and the "physical" attributes of a projecting mage. And hence the reason physical damage such as bullet wounds, vehicle collisions and elemental spells are resisted with the body, whereas essential effects such as manabolt and invisibility and mind probe are resisted with the essence (will or int). If you take full boxes damage of physical, your physical component gets switched off (dead body) and if you take full boxes damage of stun, your mental component gets switched off (unconscious essence).
So for most creatures which have their essence bound to their bodies, they have two damage tracks permanently. Even DN critters or perceiving adepts. But when a mage projects, the body lying on the couch only has a physical damage track and the essence takes the stun track off into the astral plane somewhere. I would think therefore that if you cast stunbolt or mindprobe on the inert body it would simply fail (in the same way casting those spells on a living potplant would) because there is no essence present to be the target of such spells. Similarly, casting usually causes drain on the stun track (because that's the essential track while you're on the physical plane and have both) but when you're projecting you only have one damage track (since you've left behind your body, and therefore the choice of which track to resist using) so if you get drain, it only has one track to be applied to. If you fill up your whole damage track and you've only got one, then you get switched off. So for all intents and purposes, it's equivalent of physical drain on the physical plane. This made sense to me when I read the books, and before I asked that question on DS. Since then I've been a bit addled as to how the different tracks work or what they represent and kind of assume everything has two tracks and not really know what the rationale is behind it (although I do say Watchers have only one track with a number of boxes available on it equal to their Force, to limit the use of Watcher Pack Attack). So your Revised model makes a lot of sense to me. |
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Dec 12 2006, 11:04 AM
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#72
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Neophyte Runner Group: Members Posts: 2,222 Joined: 11-October 02 From: Netherlands and Belgium Member No.: 3,437 |
My apologies for the late reply, I'm still playing 'catchup' from years of inactivity (quite surprised to see I still hold the 32nd place on 'mostest postests' :P
First a question. Since you seperate Astral and Physical, would that affect casting spells while Astrally Projecting? I think it should, the idea of Physical damage for casting a spell from spirit form always rubbed me wrong. In our game, Psionicists always take Stun Damage from spell casting while Astral, but I think it should be all magic. Next, I would really like to see caps on Initiation. Our own House Rule is that you can not initiate to a grade higher than your uninitiated Magic rating. So, if you take 2 essence of cyberware without a Geasa, you will never get past Initiate grade 4 for a Magic total cap of 8. 5 and 10 if you take a Geasa to offset magic loss at some point. We also have a magic house rule that you can only ever geasa 1 point of Magic Loss at a time. (Too much abuse in our group with alot of geasa and bioware in our mages/adepts :P), but not sure that should be a Global house rule. Also, for the record, I think maintaining only 1 type of astral damage makes the mostest sense. ;) |
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Feb 2 2007, 06:54 PM
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#73
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Incertum est quo loco te mors expectet; Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
I was under the impression this was already canon. Alright, I've gone through our magic and essence section. I've broken up comments into three blocks for easier reading. I've included a few of my own suggestions, as well as suggestions from other threads. One that I think needs to be specifically introduced in regards to countering magical threats through mundane means: Introduce more dual-natured plants or allow mundanes to be able to enact wards. This allows mundanes to be able to create astral defenses, fixing the 'you can ONLY fight fire with fire' problem at the most basic level, and greatly increases the number of places with the most basic magical defenses (I consider warding like locking your door. Sure it's only useful against the 1% of the population who might consider breaking in illegally, but that 1% can cause enough damage that it pays for itself.) Everything should be warded, and in my games, it is. There are regularly wards within wards. Anyway, without further ado... 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 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 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? D) Astral combat should be based on either the Astral Combat skill or the appropriate melee skill E) Astral "vision" needs to be better defined. Is it possible to see through transparent objects while astrally projecting? What about transparent liquids? 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) 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 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 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) 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) 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) Problems -Spell TNs should be better defined, especially in relation to essence -Make sure all spell effects are linked to force Other magic: A) Let elementalists cast appropriate elemental manipulation spells B) Ritual tracking should be available to a group of 1 1 Allow the caster to cast a "harmless" spell through std ritual sorcery (which requires only a material link, no spotter), sustain it for a few hours, then astral track your own spell C) Initiation, like cyber, should have a concrete cost (beyond cash & karma). Currently, magic is always "good", cyber is "bad" (but very, very useful) 1 To join an initiation group, candidate rolls Magic or highest magic skill vs. TN 4 + (size of group/10) + 1 per pt of magic lost - 1 per initiate grade. Group may spend karma pool on behalf of candidate. i Alternatively - divide size of group by 5 ii Alternatively - increases based on the highest grade within the group iii Alternatively - allow for EITHER above and first idea based on style of group(cult of personality vs. communal paradise) iv Alternative 6 which lost me (TN based on Group Size Factor, based on highest Initiate Grade/2 + grades of highest graded individuals/2) v Alternatively, Mag. Theory or Etiquette(Magic) roll vs TN of 4 + members of group/5, +2 for not being initiated 2 You cannot get more initiate grades than your original magic rating (natural max of 12, 10 with 1 point of cyber, etc.) D) Add metamagic to allow a caster to sustain a spell with spell pool E) Remove sustaining foci for spell locks and grounding (at worst, it's an overpriced grenade) Problems: -Immunity to normal weapons currently means attacker is invincible or generally far too easily beaten -Make psionics and voodoo useful |
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Feb 2 2007, 07:15 PM
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#74
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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 again respond to my own comment...
I feel like there are two overarching problems. 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. Secondly, essence has come up twice as being a major point of contention. It will continue to be a problem as we move into the gear section and turn to focus more on spells. We need to decide what essence is first, then fit the rules to fit it after. I propose that all rules pertaining to the character's essence are temporarily left out until this issue is settled. Having said that... Astral & Essence A) Overpowered scouting 1 More dual-natured plants: yes 2 Mundanes creating wards: yes 3 No hearing on astral: undecided, leaning towards yes 4 Astral bodies cannot overlap: yes 5 Reduce spirit searching: yes 6 Um... This isn't a rule, sorry. But yes, we need more concise language. 7 Range modifiers: yes B) Essence penalties don't hurt This relates back to the essence question, so I don't feel ready to answer any yet. C) Connection between astral form & body Again, this relates back to essence, and so should be tabled for now. D) Astral combat is a melee skill: yes E) Astral perception defined: yes Spells A) Break up detection: sure. Night vision shouldn't be resisted and this seems an easy way to fix it B) Fix invisibility: definitely. Invisibility leads to too many fights. We need to figure out a more logical spell. C) Spell defense: I don't use it enough to have an opinion D) Casting through BG count 1 Use highest endpoint: no 2 Elemental manips use caster's BG: yes 3 Use highest count in path: yes E) Spell ranges 1 apply range modifiers: yes 2 limited to manasphere: yes F) Manipulation as a category is too broad 1 elemental manips go to Combat: yes 2 Break manipulation into two groups: yes G) Remove 'create' spells: yes Other magic: A) Elementalists cast related elemental manip: yes B) Ritual tracking & 1: yes 1 follow your own spell: sounds canon, let's make sure we mention it C) Initiation should cost more: yes 1 Complex initiation rolls: this gives me a headache and doesn't solve my personal complaint, so no opinion 2 Initiation cap: yes (caps apply to every other attribute!) D) Sustain w/ spell pool metamagic: no (or put it in SOTA65), out of scope E) Return spell lock, grounding: yes |
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Feb 2 2007, 09:55 PM
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#75
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Runner Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 |
Spells:
a: yes c: what's the issue? e: Grimoire had penalties for extreme ranges due to visibility. 150 m or less: no penalty 151-300m: +2 301-600m: +4 601-1250m: +6 1251-2500m: +8 2501-5000m: +10 5001m: no valid target While it is based on near-ground viewing, at least everything under 5km is a reasonable penalty for even just identifying a metahuman sized targetin optimal weather conditions. f: only if you add more elements to cover the new divisions g: no other: a: sure b: isn't that what a watcher spirit is good at? c: no d: yes e: no, maybe make it an option for use of the metamagic in d, but do not make grounding and spell locks the standard -make psionics and voodoo useful: not sure about the voodoo, but there are only two limits on psionics: 1) players who do not know enough to justify any spell as an effect of the mind (or just scratch that rule) 2) limited conjuration To enhance the conjuration, I would suggest some way to enable a psion to exchange standard thought form powers with other spirit powers. Maybe also start with another base attribute variety so they can conjure one utility form and one combat form before any power switching. The current thought forms would be the "cunning" and the others will be "rage." "Rage" thought form: B: F + 3 Q: F x2 S: F + 1 Init: F + 10 + 1D6 (+10 more astral) Powers: Materialization, Guard, Confusion For the power shuffling, my current thought is a magical theory test vs. the force of the spirit + the number of power changes desired. Each success is one power that can be changed to one of the ones the psion wants instead. No drain for this part, but it can only be attempted once each conjuring. |
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