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emo samurai
As opposed to AD&D. Everyone in AD&D has enough magic items to be talismongers in their own right, and it's common for mid-level mages to toss around bigass fireballs. Does Shadowrun even compare?
Ancient History
Not really, but then Shadowrun magic is designed to make sense, while D&D was inexpertly ripped from Jack Vance novels. wink.gif

More seriously, Shadowrun is a very low-powered world compared to any Dungeons & Dragon setting you care to name. There are some magicians with powers comparable to Elminster or a Dragon King, but they're damn few and far between. It's not like Harlequin and Ehran are gonna be squaring off in Seattle and throwing small orbital bodies at one another, because magic has a price in Shaodwrun. Casting a spell can kill you. Or open the way for the Horrors to kill you.
Mr Cjelli
Things D&D spell casters can do that SR spell casters cannot:

* Bring the dead back to life
* Teleport
* Alter time

Of course, SR spell casters don't need material components (or gesticulation, or speech) to cast spells. In terms of overall power, you can do absurd, fantastic things with both games.

As for magic items, since foci require you to pay in karma in order to get any benefit, and because (generally speaking) only awakened characters can use them, magical items are more powerful in D&D.
Liper
in SR you're not limited to some stupid "you can only cast soo many spells a day, even if they are all lv 1...."

DnDs magic system never really translated well from novel to game if you ask me.
Catsnightmare
I still like how one player I know described the difference to a SR newbie.

D&D mage: (weak whiney voice) "I've cast all my powerful spells and didn't memorize the right spell I need. Now I'm useless since I can't wear armor or use badass weapons and have a measly few hit points and no hit bonus."

Shadowrun mage: (pumped-up screaming maniac voice) "FUCK YOU! I can wear as much armor as I want, use any weapon I want, be as tough as the street sam, and I can keep casting spells till I either pass out or die. YEAH!"

rotfl.gif
mmu1
QUOTE (emo samurai)
As opposed to AD&D. Everyone in AD&D has enough magic items to be talismongers in their own right, and it's common for mid-level mages to toss around bigass fireballs. Does Shadowrun even compare?

The high-end D&D magic is vastly more powerful than what a SR character is ever going to be able to do.

On the other hand, the more common magic is a lot more powerful in SR than in D&D - a well designed starting mage is going to be able to cast his bread-and-butter spells an infinite number of times per day, and can summon elementals or spirits that can be extremely dangerous opponents and have an array of useful magical powers of their own, to name just a couple of things.
Snow_Fox
D&D is more appropriately ripped off form Tolkien and Fritz Leiber.

Sure with a real high game players havev lots of magic, but the averge or beginer games the SR spell slinger has a lot of advantages over a D&D mage. They can develop their combat skills as easily as any fighter and are not limited to casting a spell only once before looking for a spell book.

In D&D I would play a thief or Ft/Thief almost exclusively. In SR I would play spell slingers almost exclusively.
Ancient History
QUOTE (Snow_Fox)
D&D is more appropriately ripped off form Tolkien and Fritz Leiber.

Oh, bull. They ripped far more of Jack Vance for the magic system than they ever ripped anything from Tolkein.
Tanka
QUOTE (Snow_Fox @ Dec 18 2005, 09:13 PM)
D&D is more appropriately ripped off form Tolkien[...]

How? The only magic that got used frequently was Gandalf casting some light off from his staff.

The next from that? The infamous "flinging each other around the tower" spellfight between Gandalf and Saruman.

Outside of that? There were hardly any spells to note. Nothing that D&D seems to hint at, at least.
Drac
What if Shadowrun magic can't destroy mountains is because the 6th World is just beginning and the mana level is too low?
Tanka
Um... Rephrase that question with some proper grammar.

Hold on, I'll try to translate and guess...

"What if Shadowrun magic can't destroy mountains because the 6th World is just beginning and the mana level is too low?"

Is that just an errant "is" in there? If so, k...

Anyway.

Even in ED, you couldn't just pop a mountain. Granted; you could put a city in a bottle, but you had to be really powerful to do so.
hobgoblin
that is unless your a dragon and is packing a ungodly power foci silly.gif

you can in theory destroy a mountain in SR, you just have to figure out its barrier rating first smokin.gif

oh, and lets never forget the great ghost dance...

still, the d&d spells pr day system is one of those things that never realy made sense. but the sorceror in 3.x is interesting as a way of "fixing" it.

hell, they even fix the spellcasting in armor "problem". atleast one is no longer baned from picking up armor or weapon, its just that the armor gives a spell failure chance and the weapons need a feat wink.gif

hmm, given the de-cyberd technology of SR4, im starting to wonder if not the mage have become even more "uber". no essence cost for smartlink and so on...
Eyeless Blond
QUOTE (Snow_Fox)
Sure with a real high game players havev lots of magic, but the averge or beginer games the SR spell slinger has a lot of advantages over a D&D mage. They can develop their combat skills as easily as any fighter and are not limited to casting a spell only once before looking for a spell book.

To be fair SR starting characters are far more powerful all-around than anything you can get at level 1 in D&D. They're closer to level 5-7 or so honestly.
eidolon
Comparing the two games' magic systems is silly. They're nothing like one another. In fact, neither are the games. To get a good feel for either, play a spell caster in both. (Or if you're decent at gleaning feel and ability from just reading it, do that.)

Each system's magic fits well in that particular system.
Eyeless Blond
IMO I don't think the D&D magic system works that well even in D&D. nyahnyah.gif Anyone read Complete Arcane? Check out the new Warlock class in that book; it's a far better sorcerer than the sorcerer. D&D Psionics are better than the D&D arcane magic classes too, IMO, so long as you run with transparency or just outright replace the later with the former.
eidolon
Ah, but are you:

a: Playing D&D to play D&D; not to pick apart its quirks and lack of perfection, but to enjoy the game as D&D

or

b: Looking at the system as a big theoretical math equation like most DSers seem to look at everything; picking it apart until you can't enjoy it for all the complaining about how it "isn't as good as X or Y"?

wink.gif

Personally, I don't play game systems to compare them to other game systems. There are enough games out there that if I don't like something about one (say, if I didn't like the D&D magic system) that I can simply play something I like instead.
Vaevictis
QUOTE (tanka)
The only magic that got used frequently was Gandalf casting some light off from his staff. [...]

The next from that?  The infamous "flinging each other around the tower" spellfight between Gandalf and Saruman.

Not that I would necessarily agree that D&D stole the spells from Tolkien (they did pretty well steal the races), but there was plenty more magic in Tolkein than what you're saying. Keep in mind that there's not just the Lord of the Rings, but the Hobbit, the Silmarillion, and a bunch of other stuff JRR's kid put together from JRR's notes.

Even in the Hobbit and the Lord of the Rings, there was lots and lots of used, it's just that it tended to be of the more subtle and indirect variety. Ice storms from unseen foes, speaking to animals, calling the giant eagles, Saruman's bewitching voice, his taking over the King of Rohan, healing Frodo after the encounter with the wraith... there was absolutely tons of magic, it was everywhere. It's just that a lot of it was unseen.

There was some overt stuff -- the One Ring's powers, the telekenetic battle of wizards, Gandalf's light blasts, etc -- but by and far, Gandalf preferred to take the subtle route and *guide* the peoples of Middle Earth in their tasks instead of doing the tasks for them.
mmu1
QUOTE (Eyeless Blond @ Dec 18 2005, 11:07 PM)
IMO I don't think the D&D magic system works that well even in D&D. nyahnyah.gif Anyone read Complete Arcane? Check out the new Warlock class in that book; it's a far better sorcerer than the sorcerer. D&D Psionics are better than the D&D arcane magic classes too, IMO, so long as you run with transparency or just outright replace the later with the former.

I like the D&D magic system a lot... This is in large part because it makes it hard to play a spellcaster well (which a lot of people might consider a flaw, and it sometimes definitely feels that way when you're playing the party tank and the guy running the cleric is making severely suboptimal choices), which means it takes a little planning and a lot of creativity (and good timing) to get the best out of your spells. It's almost like building a deck of Magic cards, then playing with it.

Another part I like (but which can also cause problems) is that the spell effects are sometimes pretty idiosyncratic (For example, how many different ways are there that make it harder for people to hit you? AC boosting spells, spells which generate multiple targets, spells which obscure vision, spells which displace the target, spells which blur the target, spells which require a save to attack the target...), which can be a nightmare to keep track of sometimes, but it certainly adds a lot of flavor.

In contrast, the D&D Psionic rules (while workable) make the magic too bland and generic for my taste. Which is something I think SR also suffers from to a large degree - characters don't have a lot of spells, and they all tend to produce simple, unspectacular results.
Liper
QUOTE
It's almost like building a deck of Magic cards, then playing with it...


Except you get 8 cards and then you're waiting for the next game.
mmu1
QUOTE (Liper @ Dec 19 2005, 02:49 AM)
QUOTE
It's almost like building a deck of Magic cards, then playing with it...


Except you get 8 cards and then you're waiting for the next game.

...and in SR, you don't have to wait for the next game, so you can play the same 5 cards over and over.

I didn't say anyone else has to like D&D. Or that D&D magic would work in SR, for that matter - I just don't find SR magicians all that appealing.
nezumi
Funny, while D&D mages get some wicked firepower compared to SR mages in the end, I still feel like SR magic is overpowered. But then again, in D&D people can also take twenty or thirty arrows to the head and still act normally.
Pendaric
I have to say am a real fan of the SR3 magic system.
D&D, AD&D and D&D (again) have a great feel if you can hack the length of time to build up your level. Starting high lvl makes you a shade harder than a coffin nail if you a mage. I'll go so far as to say D20 is alright for D&D.
But
would they 'please' get their mitts of other games. Many of which had great innovative rule system that added to their core background fiction and world feel.
A full magician in SR is one of the most powerful characters in a group. Think artillery not infantry, often very versatile to if not over loaded with combat spells and with a bit of imagination in there use (which ironically playing a D&D mage gives you).
The character style with standing of course.
Hence the SR proverb, "Geek the wizzer first."
There are aspected magicians of course.....hmm wink.gif
Drac
Wow tanka, a misplaced "is" and you make me sound illiterate...
How anal can you get?
Shanshu Freeman
QUOTE (Drac)
Wow tanka, a misplaced "is" and you make me sound illiterate...
How anal can you get?

Hey, sometimes stuff like that can be a little distracting... I had trouble with that sentence too. It can be damn near impossible for someone with ADD. (Not saying tanka is ADD, just giving an example of someone who might be hyper aware to the point of not being able to filter or tune stuff out.)
Drac
tanka said - "Granted; you could put a city in a bottle, but you had to be really powerful to do so."

Who puts a semi-colon after "Granted" like that?!?

I'm just pointing out that this is the internet and mistakes are unavoidable.

Geez.

Ancient History
Ancient hands out the swastika-and-dictionary armbands

Yes, yes, we're all impressed by your grammery. Now go to bed.
Wiz In Red
I gotta go with AH on this one (surprise, someone agreeing with AH). If I wanted a grammar lesson, I'd go to my UMUC page and do some of the extra credit exercises. Get off the Ridilin and relax.
mfb
QUOTE
* Bring the dead back to life

is there actually a stricture against this? as far as i know, this should be theoretically possible, though it would probably involve a) finding out what metaplane the dead person's soul/ka/whatever went to, b) doing a high-end quest on that plane to bring the soul back, c) performing cyberzombie-esque magics to bind the soul to a body.
Feshy
QUOTE (Drac)
tanka said - "Granted; you could put a city in a bottle, but you had to be really powerful to do so."

Who puts a semi-colon after "Granted" like that?!?

I'm just pointing out that this is the internet and mistakes are unavoidable.

Geez.

*raises hand* I do?

Now, to be fair, I'm addicted to semicolons. They are my favorite punctuation. Sure, I spell so badly my spell checker sometimes pops up balloons that say "WTF are you doing, banging your head into the keyboard?" -- but Semicolons I know. "Granted" is a verb and can be a complete sentence with an implied subject. For instance: "King Feshy, I request this boon!" to which I could reply simply "Granted."

Not that I don't agree with your point about not coming down on someone for a simple mistake; I do in fact agree. I'm just say'n, don't knock the semicolon!
hobgoblin
and on top of that a hell of a heal spell in case there have been some time between death and resurrection wink.gif

however, there should be no problem finding the soul. just get a ancestor spirit to guide your way to the metaplane wink.gif
Tanka
Drac: I don't read many of your posts because I don't see you posting much in any threads I read. So, I was simply trying to figure things out if you were (oh, I don't know) ADD or didn't have English as your primary language. It's a simple mistake anyone can make.

It wasn't anal, it was me trying to figure out what the hell you were asking. Since it didn't make sense in its natural form (with an extra "is" in there), I guessed at it and apparently got it right. And struck a nerve.

If I meant to be rude, I'd've been rude. Instead, I tried to decipher so others could also try to answer the query. Instead I get flamed for simply trying to read a statement that didn't make sense.

Good job.
FrankTrollman
In an effort to drag this thread back on topic, D&D Magic is not inspired by Jack Vance. It is justified by Jack Vance, which is somewhat different. D&D Magic is based on the way magic works in table top wargames, because that's what D&D started as.

Chainmail originally had just guys with swords running around, and the dragons and wizards were added afterwards. The wizards were given the ability to do something special a limited number of times in the battle, and when it was converted into a role playing game, that magic system carried over.

Jack Vance, in his Dying Earth books, has a magic system based on old fairy tales. That is each use of magic has to be established early in the story, and then can be used once later on. Like how Yeveshka gets a magic comb that can turn into a forest, and when chased by Baba Yaga she throws it behind her and a forest appears. When it came time for Gygax to justify having magic the way Arneson had written it, he was forced to go to Vance as it was the only literary source he could find that seemed to work like that.

As to the telative power of the two, it's not a meaningful question. D&D magic, such as it is balanced at all, is balanced only against its effects on battles and exploration (the things the game is concerned with). Epically powerful magical effects such as the ability to assemble anything you can think of at will are handed out willy nilly because they don't really matter in the context of people running around hitting each other with sticks. Shadowrun magic is geared primarily towards not changing the world beyond recognition. Magic is forbidden from doing anything that you couldn't do with sufficiently advanced science and enough energy input.

A single person able to do D&D magic would destroy any semblance of an economy that existed before his entrance. The ability to create iron or water is pretty small scale on a battlemap, but sucker punches the entire system of human interaction and labor expenditures like you wouldn't believe.

-Frank
eidolon
Great post Frank.
TheNarrator
Agreed.

Just to give an example of what Frank is talking about: I have a friend who loves to find new and interesting uses for D&D spells, especially ways to make lower level spells do far more than most people would expect. He likes to say that he can take anything out with 3rd level spells. (Things such as using Shrink Item and Launch Item to hurl pebbles that turn into boulders across a battlefield, etc.)

But this friend of mine's great love is the Fabricate Spell. With this spell, you can create anything you have the raw materials and appropriate Craft skill to make in almost no time at all. And with various Wall of _____ spells, a D&D mage can conjure most raw materials on equally short notice. With enough castings of Wall of Iron, Fabricate, and a high Knowledge (Architecture and Engineering) skill, a D&D mage could probably create the skeletal superstructure of a skyscraper in a matter of minutes. In D&D-land, that's neat but not really game breaking: a skyscraper doesn't help you in a fight much. In Shadowrun, the ability to magically create a skyscraper in minutes would have a massive effect on the economy and send the whole 6th World into chaos.

You should have seen his face after he found the Wall of Salt spell in Sandstorm, the desert setting guide. Salt's valuable stuff (particularly in a pseudo-medieval setting), and if you could conjure huge piles of it and then go around selling it (without flooding the market and wreaking the price) you'd get rich way faster than if you did Shadowruns (or went crawling through dungeons fighting monsters for their loot).

On the other hand, you have to be an 11th level wizard in D&D to have a spell with the killing power of Manabolt (available at character creation), and it's a lot easier to make your typical D&D saving throw than to succeed rolling Willpower vs. an SR mage's Sorcery plus maximum Spell Pool. On a personal level, there are many SR3 spells that are far scarier than their D&D equivalents.
Drac
I loathe nitpickers, that's all. Especially faux innocent ones nitpicking over NOTHING.
Btw, is there an "Ignore" feature on here like in Irc chat?
Glyph
Shadowrun mages start out both more powerful and more versatile. They have no weapon or armor restrictions, can use healing spells, don't need a high level spell to enter the astral plane, and can use their magical abilities pretty much at will. Like most shadowrun characters, they are the equivalent of mid-to-high level D&D characters.

They are less powerful at the very high end, but they can potentially be more powerful in relationship to other characters in the game. Magic simply has less of an upper limit, especially in SR4, which caps everything else. In D&D, the high level fighter has advantages, and magic items, of his own. In Shadowrun, mundane characters can be left behind when it becomes a high-Karma game.
Shanshu Freeman
QUOTE (Ancient History)
Ancient hands out the swastika-and-dictionary armbands

Yes, yes, we're all impressed by your grammery. Now go to bed.

hey I didn't mean to climb on board the angry train or anything, just trying to bring some understanding.

you make a good point.
Zeel De Mort
QUOTE (Mr Cjelli)
Things D&D spell casters can do that SR spell casters cannot:

* Bring the dead back to life
* Teleport
* Alter time

Of course, SR spell casters don't need material components (or gesticulation, or speech) to cast spells.  In terms of overall power, you can do absurd, fantastic things with both games.

As for magic items, since foci require you to pay in karma in order to get any benefit, and because (generally speaking) only awakened characters can use them, magical items are more powerful in D&D.

All true. Although the first two were definitely possible in ED, and I wouldn't be surprisd to learn the third one was as well. So maybe when the mana level gets high enough, who knows? Check out SOTA:2965 for details.

Also: wizards can cast spells in heavy armour in D&D if they want to (with no spell failure chance), but they need a couple of feats in order to do it and it messes their spell level a little. Still, it's entirely possible.

QUOTE
Except you get 8 cards and then you're waiting for the next game.


(Talking about D&D) This is true, but only for a wizard of around 4th level - which is pretty low in D&D. When you get to the higher levels the restriction on spells per day doesn't seem like much of an issue. At 20th level for example (let's leave Epic things out for now!), a wizard would have approximately 50 spells per day. I don't suppose a very high level SR mage would typically need to cast even half that many in one day. Plus if the D&D wizard did ever run out he could rely on wands, staffs and other magic items for backup.

Anyway, I think both magic systems are ok personally, at least in the context of their own setting. Both have flaws of course, but what doesn't? smile.gif
Aku
also, don't forget about dnd's casting times. You've got the one turn spell,t he one round spell, minute spells, etc etc. In SR, everything can be done within 3 seconds.
Tanka
QUOTE (Aku)
also, don't forget about dnd's casting times. You've got the one turn spell,t he one round spell, minute spells, etc etc. In SR, everything can be done within 3 seconds.

Except Ritual Sorcery. But who does that, right? biggrin.gif
hobgoblin
QUOTE (tanka)
QUOTE (Aku @ Dec 20 2005, 10:41 AM)
also, don't forget about dnd's casting times. You've got the one turn spell,t he one round spell, minute spells, etc etc. In SR, everything can be done within 3 seconds.

Except Ritual Sorcery. But who does that, right? biggrin.gif

*cough* no-one *cough*
mfb
QUOTE (Drac)
I loathe nitpickers, that's all. Especially faux innocent ones nitpicking over NOTHING.

welcome to hell.
Apathy
rotfl.gif grinbig.gif rotfl.gif twirl.gif rotate.gif biggrin.gif
Shanshu Freeman
QUOTE (mfb)
QUOTE (Drac)
I loathe nitpickers, that's all. Especially faux innocent ones nitpicking over NOTHING.

welcome to hell.

lol yeast and sand is free.
Tanka
QUOTE (Drac)
I loathe nitpickers, that's all. Especially faux innocent ones nitpicking over NOTHING.

Oh, yeah, you're absolutely correct. I've been waiting for the opportunity to nitpick one of your minor mistakes since you came to Dumpshock. I secretly loathe everything you are.

ohplease.gif
Drac
Holy crap would somebody shoot him? Seriously.
hobgoblin
if being anal is a shooting offence in here, we would among other things go after the gunbunnies of this place. lets just say its not a tempting idea silly.gif
Tanka
Gunbunnies, rules lawyers, holier-than-thou "my houserule is more important than your canon", those claiming that one edition far surpasses the other and their strict refusal to let other people form their own opinions...

They'd all have bullet holes by now.

However, it all makes for more entertaining discourse.

Drac, if I may suggest we both move on with our lives. I made a mistake, and you took it wrongly. Both of us have no reason to hate for one simple post. (Or was it two? Three? Oh, hell, I don't know. Either way, it's no reason to want someone dead. Unless, of course, you're a Nazi. And we all know Nazis get beat down by zombies, ninja and pirates. Do you want to get a beatdown from a Zombie Ninja Pirate? I know I don't.)
Kyoto Kid
QUOTE (Glyph)
They are less powerful at the very high end, but they can potentially be more powerful in relationship to other characters in the game.  Magic simply has less of an upper limit, especially in SR4, which caps everything else.  In D&D, the high level fighter has advantages, and magic items, of his own.  In Shadowrun, mundane characters can be left behind when it becomes a high-Karma game.

Agreed

Particularly since I usually run mundane characters. Unless you dump BPs & Karma into cranking up Willpower, you are usually mage bait for anyone casting a stun or mana effect spell. Meanwhile your bullets, & Narco Darts (and even grenades at times) are countered by the mage's armour (and possible his or her armour spell on top of that). Since only awakened characters can wield a weapon focus ("Magic" weapon) a mundane is both powerless and helpless against any spirit that attacks him or her. In this respect, yes, Magic is much more powerful.

As a GM, I have also really come to loathe the Mindprobe spell, and have toyed with banning it entirely. This is a highly unbalanced spell which I place in the "munchkin" category since I have seen it so easily and often abused. Since I tend to plant many clues throughout the mission, particularly in the legwork and character interaction sections (which are easily bypassed by use of this spell), the team's Karma award is adjusted accordingly when the Mindprobe shortcut is taken. This unfortunately hurts the mundanes as well, but part of the game (and for which Karma should be awarded) is roleplaying out the various scenes and in my scenarios, solving mysteries & puzzles. When Mindprobe has a serious impact on a scenario, the team receives Karma only for surviving the mission and meeting the basic objective. Individual characters can and still do receive bonus/Instant Karma for good roleplay when it occurs.
Grinder
QUOTE (tanka)
And we all know Nazis get beat down by zombies, ninja and pirates.

And Drop Bears, don't forget the Drop Bears - the biggest threat to a Nazi ever created! biggrin.gif
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