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mfb
yeah, i like the fact that a lot of spells in SR3 are useful at F1--though i don't like the fact that many of those spells are just as useful at F1 as F6.
Brahm
QUOTE (Dawnshadow @ Feb 1 2006, 07:44 PM)
.....No. There is NO SR4 divide between hermetic mages and shamans in SR4. None. Whatsoever.

There is no divide forced by the RAW. But the divide is there for you to play if you want to be. It is there to be roleplayed and in flavor text and speech. Or if your GM wants to force it on you like SR3 did.

There is still a Shaman Mask if you want it. No where in the rules does it say that a Hermetic cannot attempt to Bind all the spirits they summon and no rule that forces them to use services from an unbound spirit. Nor does it say that Shamans must ever Bind a single spirit. You can call your spirit catagory anything you want, and have them appear as you please. As an example your Spirits of Air can appear and be refered to as the old storm and sky spirits.

The Shaman requirement of not having bound spirits isn't even that big a requirement because SR had already come to the point where a Shaman could Bind spirits. They were just called Great Form, the only requirement was to Initiate and take that metamagic. Which could be done during character creation if your GM allowed, or very quickly after that.


The idea that different things must use different game mechanics is a falicy that underlay a lot of problems in SR3. That was able to cut it in the day when the other gaming options used obtuse and arcane rules too. But those days have past, and SR had to evolve or slowly die. Die from a lack of players to support the creation of new books. Players that saw more polished systems, and after that the players that ran out of people to play with.
Brahm
QUOTE (mfb @ Feb 1 2006, 08:03 PM)
yeah, i like the fact that a lot of spells in SR3 are useful at F1--though i don't like the fact that many of those spells are just as useful at F1 as F6.

I don't care for some spells in SR4 having no meaning at Force 1 to 3.

But it isn't nearly the same problem as it would be under SR3 where you bought spells with karma based on the maximum Force you wanted to cast it at, and then had to repurchase the spell later to increase the Force.

It really is a way of enforcing larger drain for some types of magic use, like targeting highly processed targets or powerful game abilities, without having the wierdness like the group of spells in SR3 to increase initiative.
Dawnshadow
QUOTE (Brahm)
QUOTE (Dawnshadow @ Feb 1 2006, 07:44 PM)
.....No. There is NO SR4 divide between hermetic mages and shamans in SR4. None. Whatsoever.

There is no divide forced by the RAW. But the divide is there for you to play if you want to be. It is there to be roleplayed and in flavor text and speech. Or if your GM wants to force it on you like SR3 did.

There is still a Shaman Mask if you want it. No where in the rules does it say that a Hermetic cannot attempt to Bind all the spirits they summon and not use any unbound spirits. Nor does it say that Shamans must ever Bind a single spirit. You can call your spirit catagory anything you want, and have them appear as you please. As an example your Spirits of Air can appear and be refered to as the old storm and sky spirits.

The Shaman requirement of not having bound spirits isn't even that big a requirement because SR had already come to the point where a Shaman could Bind spirits. They were just called Great Form, the only requirement was to Initiate and take that metamagic. Which could be done during character creation if your GM allowed, or very quickly after that.


The idea that different things must use different game mechanics is a falicy that underlay a lot of problems in SR3. That was able to cut it in the day when the other gaming options used obtuse and arcane rules too. But those days have past, and SR had to evolve or slowly die. Die from a lack of players to support the creation of new books. Players that saw more polished systems, and after that the players that ran out of people to play with.

If it's not there by the rules, then it's not there. The fact that the option of it exists? Irrelevent. The rules also allow you to play a hermetic mage with a mentor spirit that uses SR3 Shaman conjuring only.

Different things are perfectly justifiable in having different mechanics. Different things must have the same mechanics is a far larger fallacy then insisting they have different ones. At least different ones have some justification for insisting there be a difference.
Brahm
QUOTE (Dawnshadow @ Feb 1 2006, 10:16 PM)
If it's not there by the rules, then it's not there. The fact that the option of it exists? Irrelevent. The rules also allow you to play a hermetic mage with a mentor spirit that uses SR3 Shaman conjuring only.

It isn't hard to see how some people throw up their arms and scream that SR4 isn't Shadowrun when you look at mental blocks like the one you have.

Yes there are other options of play. The rules provide the freedom to choose. What is the problem if someone somewhere else at some different table is playing it differently than you are? As long as you play it like you like it.

Continue to play SR3 and have fun. But you are deluding yourself that SR4 rules doesn't support old school hermetics and shamans.


QUOTE
Different things are perfectly justifiable in having different mechanics. Different things must have the same mechanics is a far larger fallacy then insisting they have different ones. At least different ones have some justification for insisting there be a difference.


No justification? How about the percentage of SR games that used full PC Deckers, or any PC Decker at all? The percentage of games that used anywhere close to the full vehicle rules? The percentage of games that heavily house ruled all over the place, often accidentally? The number of gamers that turned their back on SR because they were put off by the hassle of the rules?
mfb
QUOTE (Brahm)
But you are deluding yourself that SR4 rules doesn't support old school hermetics and shamans.

what? come on. a character who wants to play an SR3-style shaman or hermetic has to handicap himself, simply not using his conjuring skill in a certain way. that means that the character is voluntarily giving up half of his skill in a game that is balanced for characters who fully utilize their skills. SR4 rules allow you to play an SR3-style magician if you choose, but they certainly don't support it. United States law allows you to punch yourself in the nuts. find me a legislator who supports that activity.

QUOTE (Brahm)
No justification? How about the percentage of SR games that used full PC Deckers, or any PC Decker at all? The percentage of games that used anywhere close to the full vehicle rules? The percentage of games that heavily house ruled all over the place, often accidentally? The number of gamers that turned their back on SR because they were put off by the hassle of the rules?

i'm not sure how that's at all relevant to the statement you quoted. the fact that different things use different rules does not automatically mean that everything is a horribly complex nightmare--bringing up the Matrix rules isn't even tangential to the conversation.
tisoz
QUOTE (Brahm)
Yes there are other options of play. The rules provide the freedom to choose. What is the problem if someone somewhere else at some different table is playing it differently than you are? As long as you play it like you like it.

QUOTE (Brahms)
The percentage of games that heavily house ruled all over the place, often accidentally? The number of gamers that turned their back on SR because they were put off by the hassle of the rules?


I am happy you found a version you understand like. But from your own quoted statements and and other statements you have made about GM calls, which if consistently applied become house rules, SR4 is going to be mutated from group to group. You seem to favor making rulings on the fly as to working to learn the rules. I say this because you keep harping on the SR3 rigging and decking rules.

They were a problem in SR1, they said they fixed them in SR2, they said they fixed them with the decking and Rigging supplements, and by the time SR3 came out close to a decade later, the fans quit believing the hype and continued using their patch of homerules and/or NPCs. I did. Then someone pointed out it really is not that hard, and a week later I know how to apply those rules.

I was one of the first people with SR4 to answer peoples questions. I looked through a lot of different parts of the book in doing so. I hated what they did to magic. I prefer SRs magic system to any other system I have ever tried. They didn't totally ruin it, but they really screwed over parts I liked to exploit. I am sure SR4 will prove to be just a prone to exploitation it has just yet to be codified.

So much for personal dislike based on what I like about SR. When I quit answering questions and started reading the book, I came across this new wireless world and the idea of every person being watched through their tag. If the tag was absent, that raised a rd flag and big brother swoops down to collect the offender. This concept, even allowing for fake tags because when one disappears and another takes its place is going to be obvious, pretty much ends shadowrunning as far as I can see. Maybe I should have looked further to see how shadowrunners could possibly spoof such a system, but I could not visualize one that would patch my broken suspension of disbelief. (If this is explained, and someone has a page number I would like to see it and judge if it seems likely.)

That was the day I shelved SR$.
eidolon
QUOTE (tisoz)
Then someone pointed out it really is not that hard, and a week later I know how to apply those rules.


That's pretty much exactly how I learned the entire system. I started GMing it back when I only (and barely) understood the basic mechanic and the ideas of the world.

As people wanted to play the various types of characters, I've been forced to learn more and more about the system. Magic? I learned the main book when somebody wanted to play a magician. When someone wanted to use MitS, I learned the stuff from that. Rigging? I learned the system (excluding the overly weighty, imo, "vehicle combat rules", which I've replaced with a combination of "The GM says you can try to ram the dude... and the shortened collision damage system from R3), and made a handy reference card with the rules on one side and all the applicable charts (for my game) on the other.

Point being, every time I find myself facing a situation I don't know how to handle, I go learn how to handle it. Yes, there's a lot to the system. Yes, it has taken me years to run it as well as I do (and I'm not saying I'm great by any means). However, that's all part of what I love about SR. It's all a part of SR, from the fifty books, to the "six is a seven" (which isn't nearly the big deal that it's made out to be...just make the TN and eight if it's harder than six...), and yes, having to get good enough that you can run four games at the same time (meat, rigging, matrix, astral/magical).

If I wanted easy, I'd play CoC or something. (Which I love, don't get me wrong.) But sometimes I don't care about easy, I want SR.
Brahm
QUOTE (mfb @ Feb 2 2006, 12:53 AM)
QUOTE (Brahm)
But you are deluding yourself that SR4 rules doesn't support old school hermetics and shamans.

what? come on. a character who wants to play an SR3-style shaman or hermetic has to handicap himself, simply not using his conjuring skill in a certain way. that means that the character is voluntarily giving up half of his skill in a game that is balanced for characters who fully utilize their skills. SR4 rules allow you to play an SR3-style magician if you choose, but they certainly don't support it. United States law allows you to punch yourself in the nuts. find me a legislator who supports that activity.

Playing an old school Hermetic or Shaman is like punching yourself in the nuts? So then playing a magician in SR3 is akin to being forced by the rules to punch yourself in the nuts?
Critias
*Swooooooooooooosh*

That's the sound of a point flying over Brahm's head.
nick012000
I disagree. You can play an old-style shaman easily enough: just don't take the Binding skill, and spend your 16+ skill points elsewhere. Perfectly balanced, and considering what I've seen a shaman do with unbound spirits on remote service, very, very nasty.
mintcar
QUOTE (tisoz)
I am happy you found a version you understand like. But from your own quoted statements and and other statements you have made about GM calls, which if consistently applied become house rules, SR4 is going to be mutated from group to group. You seem to favor making rulings on the fly as to working to learn the rules. I say this because you keep harping on the SR3 rigging and decking rules.

Great. This shows perfectly the difference between the two camps that has formed over this subject. At least we've gotten so far as to identify the difference, but there's still a way to go before acceptance is reached. I'm talking about the fact that some like to make rulings on the fly, while some like to go strictly by the book. That is it. The two games in question support one each of these ways of doing things. Beyond that, arguments can serve no purpouse other than killing time and hone debating skills.
Synner
QUOTE (tisoz)
So much for personal dislike based on what I like about SR. When I quit answering questions and started reading the book, I came across this new wireless world and the idea of every person being watched through their tag. If the tag was absent, that raised a rd flag and big brother swoops down to collect the offender. <snip> Maybe I should have looked further to see how shadowrunners could possibly spoof such a system, but I could not visualize one that would patch my broken suspension of disbelief. (If this is explained, and someone has a page number I would like to see it and judge if it seems likely.)

Maybe you should reread p.211, p.221 and p.224. They explain the instances when you can expect your "tag" to be checked and suggests how to get round it. And of course you could turn off your commlink, simply not subscribe the local PAN or use hidden mode during a run (perfectly doable for non-hackers)... Of course this assumes your "tag" might incriminate you in the first place and isn't fake, ripped or spoofed.
mfb
QUOTE (Brahm)
So then playing a magician in SR3 is akin to being forced by the rules to punch yourself in the nuts?

no, playing a magician in SR3 is akin to playing a character type in the game it was designed for. playing an SR4-style magician in SR3 would be akin to punching everyone else in the nuts, because you'd be much more powerful than they are. playing an SR3-style mage in SR4 would be akin to punching yourself in the nuts, because you'd be much less powerful than anyone else.
Brahm
QUOTE (tisoz)
QUOTE (Brahm @ Feb 1 2006, 10:22 PM)
Yes there are other options of play.  The rules provide the freedom to choose.  What is the problem if someone somewhere else at some different table is playing it differently than you are?  As long as you play it like you like it.

QUOTE (Brahms)
The percentage of games that heavily house ruled all over the place, often accidentally? The number of gamers that turned their back on SR because they were put off by the hassle of the rules?


I am happy you found a version you understand like. But from your own quoted statements and and other statements you have made about GM calls, which if consistently applied become house rules, SR4 is going to be mutated from group to group. You seem to favor making rulings on the fly as to working to learn the rules.

Then you read wrong. At one time I read the SR3 rules. I learned the SR3 rules. The people I played with couldn't stand the rules, but really liked the idea of Trolls walking into Stuffer Shack and blowing people away. Knowing the rules I could get with both of those things. So off we went, sans deckers and most of vehicles and a sizable portions of the rest of the rules.

Do I slave myself to the rules? No. Especially rules that have as many problems as SR3 and SR4. I do find SR4 requiring a lot less deviation to play though. Not that people aren't screwing around with the rules. Welcome to gamers. But just leaving out entire archtypes because they don't find room in the game for them?

QUOTE
I say this because you keep harping on the SR3 rigging and decking rules.

They were a problem in SR1, they said they fixed them in SR2, they said they fixed them with the decking and Rigging supplements, and by the time SR3 came out close to a decade later, the fans quit believing the hype and continued using their patch of homerules and/or NPCs.  I did.  Then someone pointed out it really is not that hard, and a week later I know how to apply those rules.


Did they go far enough in cutting out the deadwood? Likely not. Could it be improved further? Sure. It could have used some more development to bring the final polish out and fill in a few holes. But at least they it feels like one game instead of a few games crammed together into one book.

QUOTE
I was one of the first people with SR4 to answer peoples questions.  I looked through a lot of different parts of the book in doing so.  I hated what they did to magic.  I prefer SRs magic system to any other system I have ever tried.  They didn't totally ruin it, but they really screwed over parts I liked to exploit.  I am sure SR4 will prove to be just a prone to exploitation it has just yet to be codified.


Exploit as a player? Which parts, I am curious?

QUOTE
So much for personal dislike based on what I like about SR.  When I quit answering questions and started reading the book, I came across this new wireless world and the idea of every person being watched through their tag.  If the tag was absent, that raised a rd flag and big brother swoops down to collect the offender.  This concept, even allowing for fake tags because when one disappears and another takes its place is going to be obvious, pretty much ends shadowrunning as far as I can see.  Maybe I should have looked further to see how shadowrunners could possibly spoof such a system, but I could not visualize one that would patch my broken suspension of disbelief.  (If this is explained, and someone has a page number I would like to see it and judge if it seems likely.) 


The idea of spoofing an ID doesn't work for you at all? For me I model it on the same concept behind stolen celluar phones. Steal a phone and reuse the identification from another nonworking phone in it.

The ID spoof done by the decker is the sort of handwaving that has always held the SR tech together. What exactly does the hacker do to make it happen? It doesn't explain. Does he make it appear that the commlink wanders off and another wanders into the area? Does he do something that messes up the log? These are wireless devices, so it is not unreasonable that they drop in and out from time to time.

The requirement for always having your commlink on is limited by practicalities of checking for it. For automated systems there needs to be good enough sensors to detect whether their physically should be a commlink present. That is going to limit the locations quite a bit.

It is like other things in SR, and other fantasy games for that matter. If you play it to an extreme interpretation of any particular little blurb of text without taking the overall and the fact you are playing a fantasy game into consideration then most of running isn't going to work. How did you get past the innane parts of SR, which are pretty much all of the Matrix, the first time? Naivety that has been lost?
Brahm
QUOTE (mfb @ Feb 2 2006, 09:23 AM)
QUOTE (Brahm)
So then playing a magician in SR3 is akin to being forced by the rules to punch yourself in the nuts?

no, playing a magician in SR3 is akin to playing a character type in the game it was designed for. playing an SR4-style magician in SR3 would be akin to punching everyone else in the nuts, because you'd be much more powerful than they are. playing an SR3-style mage in SR4 would be akin to punching yourself in the nuts, because you'd be much less powerful than anyone else.

It isn't much of a power handicap/advantage at all. Not for a shaman since Binding inherently has its own costs, and no more for a hermetic than they were handicapped over shaman in SR3. For some time shaman have been able to have the best of both worlds. So were Great Form Spirits a big old nut punch to everyone else?

Magic in SR4 followed down the evolution path that SR has been on for some time. This isn't some sudden vering to the side. They finally have planned for multiple traditions instead of just trying to figure out what stereotype catagory to put a new type of magician in and then pervert one of the two to get there. Will it work well? I guess we get to see some time this year. Or at least I do. You'll get to rant and rave about how something you slowly know less and less about makes Baby Jesus cry.
Kagetenshi
QUOTE (Brahm)
They finally have planned for multiple traditions instead of just trying to figure out what stereotype catagory to put a new type of magician in and then pervert one of two of the two to get there.

That was part of the problem from the very start. They made a very good system for two traditions, and then said "no, wait, we'd like to add a few more in here…"

~J
Brahm
QUOTE (Kagetenshi @ Feb 2 2006, 09:42 AM)
QUOTE (Brahm @ Feb 2 2006, 09:38 AM)
They finally have planned for multiple traditions instead of just trying to figure out what stereotype catagory to put a new type of magician in and then pervert one of two of the two to get there.

That was part of the problem from the very start. They made a very good system for two traditions, and then said "no, wait, we'd like to add a few more in here…"

Yes, that was poor planning to limit it to two and not make the system extendable in other ways. wink.gif But who thunk at the time that the setting could string products for more than 2 decades? Otherwise they might have pushed the history events of the awakening out a little further into the future. Plus the understanding of how and why to apply that kind of extendablity to game rules was limited at that time.
mmu1
QUOTE (Brahm)
Yes, that was poor planning to limit it to two and not make the system extendable in other ways. wink.gif But who thunk at the time that the setting could string products for more than 2 decades? Otherwise they might have pushed the history events of the awakening out a little further into the future. Plus the understanding of how and why to apply that kind of extendablity to game rules was limited at that time.

It was poor planning if your only concern is marketing. The world would be a better place if more companies put out original, self-contained RPGs, instead of endlessly diluting their product with waves of supplements, slowly making things more and more generic...
Platinum
QUOTE (mmu1)
QUOTE (Brahm @ Feb 2 2006, 10:56 AM)
Yes, that was poor planning to limit it to two and not make the system extendable in other ways. wink.gif  But who thunk at the time that the setting could string products for more than 2 decades? Otherwise they might have pushed the history events of the awakening out a little further into the future. Plus the understanding of how and why to apply that kind of extendablity to game rules was limited at that time.

It was poor planning if your only concern is marketing. The world would be a better place if more companies put out original, self-contained RPGs, instead of endlessly diluting their product with waves of supplements, slowly making things more and more generic...

While I totally agree that the world would be a better place, but the companies would not be as profitable. I would like to see the games should be opened sourced, and have different branches based on different flavours. (Similar to the old Mud model) What I like about muds, is that you can publish the whole collection in one place with the changes within the text instead of having to list house rules in a broken fashion.
Kagetenshi
QUOTE (Brahm)
Yes, that was poor planning to limit it to two and not make the system extendable in other ways. wink.gif

"Beware the Turing tarpit where everything is possible but nothing interesting is easy."

~J
Synner
That assumes that there was a plan to stick to those two, which there wasn't. Originally the intention was to have different systems for each magical tradition (hence first edition voodoo) - although that went down the drain when SR2 (actually, to be fair, it was the London sb) began shoehorning stuff into the two main traditions. I know Kage would have appreciated the original solution, I for one always thought some intrinsic problems with balancing the traditions (one of the legacy systems that ran through the first three editions) meant shamans had a distinct gameplay (from a shadowrunner standpoint) advantage over hermetics and later traditions.

Shadowrun 4 attempts to reset the balance by blending the tradition mechanics into a single balanced system while attempting to maintain the distinct paradigms and worldviews seperate. Some people prefer distinct and distinctive mechanics and that's all right, the SR4 approach probably isn't for them. Others believe that distinct tradition mechanics are unnecessary and distinction between an water elemental and an undine is a matter of perception - SR4 is targeted at these.
Unfortunately the base book had precious little space to illustrate the fact that the flavor and roleplay distinction is very much there, so it remains to be seen how well this filters through upcoming books -- but for some reason I've got a feeling its something we'll be getting to soon enough.
Brahm
QUOTE (Kagetenshi @ Feb 2 2006, 12:45 PM)
QUOTE (Brahm @ Feb 2 2006, 09:56 AM)
Yes, that was poor planning to limit it to two and not make the system extendable in other ways. wink.gif

"Beware the Turing tarpit where everything is possible but nothing interesting is easy."

Yes, because of the design selections made as the basis for magic mechanics in SR3, really dating back to SR1, SR3 had indeed fallen into the Turing tarpit when Fanpro and predessors tried to flesh out the world and give it some depth for metahumans beyond the two dimensional hermetic/shaman. Afterall that was not the extent of magic itself, as just dragons alone showed.

SR4 is the attempt to pull SR magic back out of the Turing tarpit, where the past SR mechanics were trying to emulate something they were not.
FrankTrollman
The flavor text that there were hundreds of traditions goes all the way back. In previous editions, this wasn't brought across well because it required many pages pf special rules to make a new tradition, so lots of magics ended up getting lumped where they didn't really belong because it was easier.

In SR4, there are 181,440 game mechanically distinct non-threat traditions possible. I think that ought to cover everything. So now comes the work of writing up flavor text to make things seem different.

When previous editions set out the idea that every different tradition had different rules, it failed. Idol Worshippers end up as Shamans with Totems out of laziness. With SR4's tradition designation system, that won't ever happen.

Maybe the difference isn't enough for some people, but the difference is always there. Previous editions delivered a difference in spades when they could be bothered to (Shamanism, Hermeticism, Vodoun), but often as not they couldn't be (Idols, Druids).

-Frank
TinkerGnome
I agree that dragons seem to have already proven that the distinction between shamanic and hermetic summoning was a human construct. The fact that has eroded by 2070 doesn't bother me.

If I were running a game with SR4 rules set in 2065 or earlier, I'd probably consider restricting shamanic characters to summoning and hermetic to binding to return to the old ways.
mfb
QUOTE (Brahm)
For some time shaman have been able to have the best of both worlds. So were Great Form Spirits a big old nut punch to everyone else?

you might note that the ability to summon great form spirits is not given to shamans for free. they have to pay a minimum of 12 karma for it, and they have to choose it over a number of other very useful metamagics. never taking the Binding skill also has a heavy cost associated with it--the cost of never being able to do some very useful things that every other magician is able to do. moreover, all the build points and karma you sink into your magic rating are partially wasted, since you're not reaching your full potential. you're paying full price for your happy meal, but you're not getting the french fries that are supposed to come with it. not gaining assets that you could have otherwise gained is a cost.

QUOTE (Brahm)
You'll get to rant and rave about how something you slowly know less and less about makes Baby Jesus cry.

a) that's not even a sentence, and b) repeating something doesn't make it true. i'm sure you'll have some sort of snappy comeback for that, and that's fine. you and FrankTrollman have managed to convince yourselves that i know dick-all about SR4, and i'm not going to bother trying to change your perception.

for the record, i'm basically okay with how SR4 handles traditions. i would have preferred they leave in the (non-kick-in-the-nuts) capacity for playing pure SR3-style mages, but i've always felt kinda restricted by those archtypes anyway.
Brahm
QUOTE (mfb @ Feb 2 2006, 10:31 PM)
QUOTE (Brahm)
For some time shaman have been able to have the best of both worlds. So were Great Form Spirits a big old nut punch to everyone else?

you might note that the ability to summon great form spirits is not given to shamans for free.

But it can be bought, at character creation GM willing. The 12 karama for it all isn't even close to meaningful. Besides SR3 Shamans are noticably ahead of SR3 Hermetics even before Great Form. Sure hermetics get a few perks, and it is like Shamans have an extra large pizza and 6-pack instead of just an extra large pizza and 5 beers. But it is an extra beer.

Sadly it is close to the same thing in SR4. Magicians still get their beer and pizza while everyone else has to split a 40 of Big Bear and a bag of Cheetos.

QUOTE
QUOTE (Brahm)
You'll get to rant and rave about how something you slowly know less and less about makes Baby Jesus cry.

a) that's not even a sentence, and b) repeating something doesn't make it true.
i'm sure you'll have some sort of snappy comeback for that, and that's fine. you and FrankTrollman have managed to convince yourselves that i know dick-all about SR4, and i'm not going to bother trying to change your perception.


Snappy comeback from what? Nothing says desparately outclased and intellectually beaten like resorting to a spelling or grammar nitpick. *sigh*
Brahm
QUOTE
for the record, i'm basically okay with how SR4 handles traditions. i would have preferred they leave in the (non-kick-in-the-nuts) capacity for playing pure SR3-style mages, but i've always felt kinda restricted by those archtypes anyway.


Playing the Shaman SR3 in SR4 isn't a nut kick, especially if your GM allows you to take Incompetent (Binding). Although right now Great Form doesn't exist just don't Bind till you initiate. That is a reasonable fake of Great Form if you want to go that way. Initiating is still karma cheap for the first few Grades, it just doesn't automatically give you the point in Magic.

Playing a SR3 Hermetic, or any Hermetic for that matter, in SR4 is much kinder compared to Shamans than before. Their use of the Logic Attribute coupled with the improved trode net allowing real Matrix and second tier rigging allows improved knowledge, techincal, and computer skill synergys. Which in some ways, for me, has them fitting the Hermetic stereotype closer than SR3.
eidolon
QUOTE (Brahm @ Feb 2 2006, 11:38 PM)
Snappy comeback from what?  Nothing says desparately outclased and intellectually beaten like resorting to a spelling or grammar nitpick. *sigh*

Hardly. How can you claim that someone has been "intellectually beaten" by you when you can't form a sentence or use a spell check feature that's right under the reply box?

Just a thought.

Oh, and it's "desperate". biggrin.gif
mfb
QUOTE (Brahm)
The 12 karama for it all isn't even close to meaningful.

okay. even when you were playing SR3, you weren't playing the same game as me.
Brahm
QUOTE (eidolon)
QUOTE (Brahm @ Feb 2 2006, 11:38 PM)
Snappy comeback from what?  Nothing says desparately outclased and intellectually beaten like resorting to a spelling or grammar nitpick. *sigh*

Hardly. How can you claim that someone has been "intellectually beaten" by you when you can't form a sentence or use a spell check feature that's right under the reply box?

Just a thought.

Oh, and it's "desperate". biggrin.gif

It is poor taste attempt to divert away from the subject at hand to an unrelated, insignificant detail. Internet message boards are widely accepted to be at a conversational level of language use.
eidolon
Perhaps most internet message boards are assumed to be at a conversational (read: retarded*) level of language. I like to think that anyone that claims to be armed with enough wit to engage in debate should be able to use the language at a higher level than "kthxbye".

It was, however, merely an observation made for the purpose of light humor. You needn't take it to heart and turn it into its own subject of debate.

This is off topic. I'm getting worse about that. Sometimes things just need saying though, even if they're somewhat a tangent.

*caveat: If you're using a second (or third, or fourth, even) language to speak to people on the internet, big kudos to you. I'm not disparaging your ability to speak a second language. I'm disparaging the lack of ability that some display in speaking their first.
Brahm
QUOTE (mfb)
QUOTE (Brahm)
The 12 karama for it all isn't even close to meaningful.

okay. even when you were playing SR3, you weren't playing the same game as me.

For having a spirit can move around freely, was independant of 1 spirit/domain limit, and some handy extra power to boot? Without requiring cash or skill for binding? If it wasn't the first metamagic that a shaman took it was usually very early on the list. A good sign that it was worth more than the 12 karma, or two Force 6 spells.

Or you didn't see this happen in your games?
mfb
i've seen a hell of a lot of shamans--eight years or so of gaming on an online forum with several hundred active users over the years--and it is not my experience that Invoking is anywhere close to always being a shaman's first initiatory power.
Brahm
QUOTE (eidolon @ Feb 3 2006, 12:14 AM)
It was, however, merely an observation made for the purpose of light humor.  You needn't take it to heart and turn it into its own subject of debate.

I choose '------------------------------------------'. wink.gif

Guess I misunderstood the context of your smily. I do occationally run spell checkers if I feel unsure of a word, but dislike them because of their poor performance and usually just use something like dictionary.com instead. Spell checkers report way too many false hits, and miss important positive hits. I too dislike the level of 'kthxbi', but make a real effort to not only remain above that level, but also not to judge the message by the medium.
TinkerGnome
QUOTE (Brahm)
I too dislike the level of 'kthxbi', but make an real effort to not only remain about that level, but also not to judge the message by the medium.

*points and snickers*
Brahm
QUOTE (mfb @ Feb 3 2006, 12:21 AM)
i've seen a hell of a lot of shamans--eight years or so of gaming on an online forum with several hundred active users over the years--and it is not my experience that Invoking is anywhere close to always being a shaman's first initiatory power.

Odd, I found Centering was likely the top contender for an early grade. But Invoking was up there close for shamans for the flexibility for crossing domains, which we normally played very strict on. I guess the list of books we normally used supplemental magic from was fairly thin. Mostly we just allowed the BBB and MitS. Just the core supplemental books gave us enough bulk to play with. Some of the people I played with bordered on munchkin at times, so GMs were usually wary about extra books. Especially the GMs that were the munchkin prone players. biggrin.gif

What did you find were the top 3 metamagics? How fast did your shamans go up in grades? How high were the GMing impossed hurdles to it?
Brahm
QUOTE (TinkerGnome @ Feb 3 2006, 12:28 AM)
QUOTE (Brahm @ Feb 3 2006, 01:24 AM)
I too dislike the level of 'kthxbi', but make an real effort to not only remain about that level, but also not to judge the message by the medium.

*points and snickers*

nyahnyah.gif

I hate when I say one thing but mean a mother.

EDIT You do realize that you now have to triple check all your posts for the foreseeable future? cyber.gif
mfb
top three, i'd say offhand and in no particular order, would probably be Centering, Shielding, and Masking. more shamans take Invoking than do hermetics, but in general, it's not that common. there are no GM-imposed hurdles to initiation, but the rate of initiation is slow because the rate of karma gain is slow--a single combat can easily take as long as a month to resolve, since most people post maybe once a day.
Brahm
QUOTE (mfb @ Feb 3 2006, 12:41 AM)
top three, i'd say offhand and in no particular order, would probably be Centering, Shielding, and Masking. more shamans take Invoking than do hermetics, but in general, it's not that common. there are no GM-imposed hurdles to initiation, but the rate of initiation is slow because the rate of karma gain is slow--a single combat can easily take as long as a month to resolve, since most people post maybe once a day.

Overall those metamagics were top contenders too, and each powerful in their own right. But we usually didn't have a heavily warded world and magic opponents were typically more reactive than searching. We didn't normally run Quickened spells, and dual nature PCs were very rare. Only one that I remember seeing in play, and that was one I played for a bit. Invoking was definately lower on his priority list for obvious reasons.

The karma rate would also have an influence. About a month of weekend sessions could involve two good runs, allowing you to Initiate unless the team pooched one of the runs. Initiating during character creation was often allowed if you didn't tweak the crap out of the rest of the PC.

I can see where the weaknesses of SR3 rules aren't much of an issue if your game is running that slow anyway. You could read a pulp novel between combat turns without breaking the pace.
mfb
to a point. it also means that players are very, very careful with their karma expenditures, since advancing is so rare.
fistandantilus4.0
I still prefer the differences in elementals to spirits my self, and the change I see is less in rules than the feel of the game because of the change in the rules. But I suppose that's just a matter of personal preference. As you were.
Brahm
QUOTE (mfb @ Feb 3 2006, 01:13 AM)
to a point. it also means that players are very, very careful with their karma expenditures, since advancing is so rare.

If I had a couple of months to mull over how I was going to spend a few points of karma I might freak myself out and go defensive versus offensive. Especially if it ment losing several months of gaming time if my character bit it before he initiated again. That sort of game would tend to bring out the very cautious in someone. Which definately is not my normal play style. It is more Go big or go home.
mfb
hee hee hee ha ha ha hahahahaha! yes, very cautious.
Brahm
Last week my character Slim let it ride on a poker game. Slim had a few hundred nuyen.gif more in the pot than he had cash. The other player was on a first name basis with the casino workers, and he just screamed 'made man'. Which was later confirmed. From a metagame perspective this is an email conversation with the GM from the day before.

GM>Mind if I get Slim into trouble at the casino?

Me> Define trouble. "Oh god, we are all going to end up buried alive in a
cornfield" trouble? "So that is how I got the name 'Four Finger Slim'"
trouble? Or just "Damn it, I felt so sure about being able to draw that
inside straight. Now I guess I'll have to help you out with your little
problem, but at least I still have enough money to pay the rent and maybe
even hire a cheap skank off the corner and maybe I'll even be able to make a
coin or two helping you" trouble? The last one or something like that I
could live with.

Ominously I received no reply. But hey, go big or go home. I threw in Edge up front and rolled very well for 7 hits. GM says "We have a problem." Lifts the screen to show his roll. Couldn't tell you how many dice since I don't like knowing the exact number, but it was a fistful. With a sinking feeling I count the successes, but only 6? Problem? I had thwarted the ratbastard's cornfield plot hook. cool.gif

Even given an extra few minutes reflection the downside of losing that roll could have scared me off and cost me the 10K+ I came away with.
Critias
QUOTE (mfb)
hee hee hee ha ha ha hahahahaha! yes, very cautious.

Cautious is the word. Yes.
mfb
lessee... just my main guy, Italy. in his first major conflict, he meleed a force 7 great form earth elemental so that the rest of the team--i'll note here that everyone was dressed for a meet, not for a run--could take on a team of Deus' blues and their medusa; ended up at S+3 damage before the mage managed to fry the medusa and was thereby freed up to banish the elemental. armed with an MP-5K (5 skill), one clip, and no armor, took on a five-man mob hit team (stats taken from the character examples in the BBB) with a similarly-armed street sam. snuck alone onboard a boat full of mages and adepts (10 of 'em or so) in order to obtain evidence for a run. takes point every time (or co-point with his street sam partner). shot up an assault chopper that was gunning for his team, taking no cover in order to get the clearest shot. moved up to attack an uberpowerful (F12, and 3 SE) shedim after our rigger downed it, making a TN 15 will roll against the fear power because he didn't get there in time to take its head off before it regenerated (and i made it with no karma, haha!).

the street sam i've mentioned Italy partnering with is even more retarded. if anything, i'd say the pace of the games makes us more likely to go for the big risks--after all, the GM has just as much time to plan as you do; winning big now can mean thwarting the bad thing he's about to do to you.
Brahm
QUOTE (mfb)
if anything, i'd say the pace of the games makes us more likely to go for the big risks--after all, the GM has just as much time to plan as you do; winning big now can mean thwarting the bad thing he's about to do to you.

I can see having lots of time to mull it over allowing you to properly assess all risks and select the best action. Such as pressing the attack when it is the best defense. That is part of why I don't quite get a vanilla shaman not taking Invoking. A big nasty spirit, with time to recover from the drain, that you bring with you makes really good defense too. Likely just different game setting and style.


Are those somewhat tweaked and/or advanced PCs? Or are you just exploiting advantages that don't appear on first glance? 5 skill dice isn't so hot, but with a good combat pool it is enough to do a lot of damage.

Slim is just a 400 BP character with 10 karma earned, and not tweaked though somewhat specialized. He is the mundane I posted over on the SR4 board. I have a knack for looking at a situation from a different angle and quickly seeing through illusional risk. I can have a hot hand with clutch rolls too, though having a better grasp of the odds makes that partially an illusion in others minds.

When I zig instead of zag it often gets me back on equal footing with the GM because things turn down a path he hadn't considered. The accelerated pace of a tabletop is usually then to my benefit. People that don't know about this ability often look at me like I've lost all my marbles or am playing my PC with a deathwish when I launch off. Often not even realising where I'm headed. It makes me a formidable PVP opponent too if the table turns that way.

I guessed that Slim's odds weren't so bad at the card game. The drawn out play might have the possible downside psyche me out. Although now that I think about it I've planned some of these things a week ahead too. Like ambushing an NPC the GM didn't expect me to because I could see the NPCs weakness and how to exploit it to the point I judged I had a slightly better than even odds of winning.
mfb
they're advanced now. Italy has around 200 karma; i've been playing him for about five years, now, making every effort to keep him book-legal. but a few weeks back, i had a starting-level character of mine leap out of a speeding car and onto the roof of another car, for the sole reason that she wanted to be the one to take out the target, before the other characters (most armed with ranged weapons and/or spells, while she was armed with only her aluminum bone-laced fists) could. given my incredibly shitty luck with the die roller (how about rolling 13 dice for a stealth test and getting nothing higher than a 5, regularly), i ought to be as cautious as possible. they do it because it's in their character, not necessarily because it's the best option at the time.

well, that's not 100% true. they also do it because i'm a competitive motherfucker who loves winning.
Critias
A lot of the crazy crap we pull off comes very specifically from having access to, and being proficient at getting the most out of, Combat Pool. Which is (for myself, at least) a huge reason that SR4 quite simply does not appeal to me.

Knowing when to use it in a mad suicide all-out attack (IE, "if this hits, the balance is tipped in our favor, so I go for it"), knowing when to hold some cover and just trust in your base attack dice (keeping CP handy for dodging), knowing when to dole out a CP here and a CP there to just maximize each shot. Even being very, very, carefull with Karma Pool expenditures (Cursed Karma flaw means my sammie never counted on KP to help out), you can do an awful lot with a decent base attack skill, decent Body, and a high CP. There's also the "when do I want to aim instead of take two shots" thought process, the "benefits versus drawbacks of exceeding recoil comp versus firing single shots" question, the ever controversial "do I keep a low TN, or do I call a shot" ideas, and the "I drop the gun and rush him to brawl" situations.

To be quite blunt, being a better player when it comes to figuring out combat effectiveness is all that's kept MFB and I's "signature" characters alive (IMO). Quite simply, there've been some games where we've understood the basic logic behind CP expenditure, aim actions, called shots, etc, than our GMs (though not all of those GMs, by a long shot).

That comes from a knowledge of the rules, an understanding of basic probability, and a halfway decent (though by no means truly optimized, at last in my case) character build. A lot of that is gone from SR4, though. The decision making isn't the same. You can't modify your TN any more (which makes a huge difference, potentially, much more significant towards the probability of a roll than adding or subtracting a die or two), you can't spend CP every turn, and you don't (quite) have Karma Pool.

I understand the purpose of Edge is to, at least partially, make up for the lost Karma Pool and (supposedly) Combat Pool. But those three -- altering your own TN through your action choices, allocating Combat Pool based on the probability and/or importance of your attack, and using Karma Pool at key moments to make sure things go your way -- are a holy trinity to me. Taking away all three, and half-assedly replacing them with a mish-mash of two of the original three? That's just not enough. Like a stool, you need all three to be present for it to stay stable/balanced. They can't make two-legged stools.
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