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TinkerGnome
QUOTE (Ryu)
Even your 70% character with magic 5 and spellcasting 4 will rarely ever see a spell not succeed. Will 3 at most for mundanes, counterspelling of 4 (if present only)... solid two dice advantage.

A two dice advantage? Why bother. Two dice are virtually meaningless in SR, especially when you're talking average hits vs. automatic hits. Looking at the real numbers, your fix is horrific. These are the probabilities of getting one at least net success over a foe without counterspelling that gets autohits for his will and then rolls it (columns = number of dice, rows = willpower).

CODE
W/d    21      16      12       9
 3  86.16%  65.12%  38.55%  17.77%
 4  68.51%  40.05%  16.46%   4.79%


That character with 9 dice has a massive 18% chance to affect someone with an average willpower. This doesn't take into account the fact that mages suffer casting pool penalties for visibility, and those penalties are a lot harder for them to negate than most mundanes (since they can't use technological means to do so).

EDIT: I don't oppose minor tweaks, just something so drastic and nerfing to mages. One thing I'd have no problem with is making the drain for overcasting be based on F instead of F/2. Another thing would be requiring the force of spells to be equal or greater than the resisting stat (like Turn to Goo).
Azralon
QUOTE (TinkerGnome)
One thing I'd have no problem with is making the drain for overcasting be based on F instead of F/2.


I'd be okay with that. As it is, overcasting on certain low-drain spells is inconsequential even at a relatively high Force.

QUOTE (TinkerGnome)
Another thing would be requiring the force of spells to be equal or greater than the resisting stat (like Turn to Goo).


That, I would be opposed to. Massive statistical difficulties aside, mages aren't going to know the attributes of their enemies. They don't need another layer of a "guessing game" in addition to drain.
TinkerGnome
QUOTE (Azralon)
QUOTE (TinkerGnome)
Another thing would be requiring the force of spells to be equal or greater than the resisting stat (like Turn to Goo).

That, I would be opposed to. Massive statistical difficulties aside, mages aren't going to know the attributes of their enemies. They don't need another layer of a "guessing game" in addition to drain.

The main intent would be to limit the use of lower force spells. It'd mainly just make most spells more attractive at force 5 than at force 3. There is already some limitation imposed by the hits <= force rule, but you could explore strengthening it in some fashion. I mentioned this because it's already required by one spell.
Deadjester
I think one of the issues I am seeing is that people here are talking in avg rolls which in the end result does not represent the whole picture but only in part.

If the system only worked on avg rolls it would be much easier to handle but it doesn't. At times there are big jumps and huge jumps that can have up to above avg and massive hits.

Such as if the attacker/defender rolls avg and the opposing party rolls high and massive effect if one rolls severely poor and the other rolls exstreamly well which I have been seeing and its not rare.

I think one of the issues you have going is that its pretty much a all or nothing system with very little mitigation going on to help even out to a degree the hits that are taken.

This is all and well if you want a nitty gritty game and don't mind rolling up characters. But for Players and GMs alike this can be a issue when the game is more about the story and fun then it is rolling up characters.

This is not to say a game should not be dangerous. There should always be chance of death from to much firepower incoming or just plain stupid actions on behalf of the players.

But its about risk vs reward. To a degree I think a games deadliness should be some what balanced on how much time it takes to build a char vs realism.

The tweaks we have done makes armor some what less reliable as in the all or nothing damage but add a mitigation factor in that helps mitigate the incoming damage depending on the armors lvl stated in the books.

Before I got further, I will give you our combat formula so you will understand what I am talking about. At the moment we are happy with it for it was designed around our play style but it may not suit yours but it still open to tweaking as we go.

® = Rolled Dice, (AR) = Armor Rating

Step 1) Agility ® + Skill® vs Reaction ® = Net staging
(same as before)
Step 2) Net staging + DV (Gun/Spell) vs Half AR + (Half AR ®) - AP from Weapon/ammo = Penetration
(if penetration is sucessful)
Step 3) Net staging (from step 1) + DV Weapon + DV ammo/burst vs half base AR + body = Damage taken.

It looks like more then it is since I wrote it out to be simply understood, but after you get use to it, it flows smoothly.

Now its easier to take a hit but the hit is now not has harsh as it once could have been and reaches more of a happy medium.

This was made to take into account that with decent armor avg joe with avg hits could not make a dent in the armor and those people who min max armor where close to juggernought. This evens the playing field out more but still alows it to stage up with better grades of protection.

That was our Combat formula which we are also applying to magic where its physical.

Physical magic still works off of impact but impact now has its full value + any value that is purchased in the forms of Fire, Thermal, Electrical protection when needed.

Also value rating for added protection is a flat 6 to be divided up as the player wishes. Could have a + 6 to fire added on to the armor or + 2 in 3 separate categories that add up to 6.

That is just for Physical Magic, the none Physical magic is much harder to deal with but we came up with a idea that may help some based off of the concept behind the none physical magic.

mundane Stun: Body + Will
Magical Stun: essence Rating + Will
Mana Attacks: essence Rating + Will

Some body brought up fetishes for the mundane and I think that is a very interesting idea there and fits in well with history which brings even more realism to the game.

(This will need more tweaking for a obvious reason that it adds to mages too and could possibly make them to hard to hurt with magic, further testing will be needed)

See the issue is, that the concept behind Magical Mana/Stun attacks was to be the balancing factor between Mages and Sams. The more borged you were the more vulnerable you were to a Mage.

Now there is a second issue. In the older versions mages rarely got off more then one action and went last most of the time.

In the new system a mage can now get off more then one action and it doesn't always means he goes last. So you now have a compounded system where one was to make up its weakness, and now its weakness can be taken out if properly done which has caused some issues.

One idea which we have not applied yet is that only one magic spell can be cast per round and the rest he will have to spend shooting. Concept behind that is the body can only handle so much magic going through it per round, not per action phase. But its still in debate. But it would make mages more tatical in the use of their magic.

But again it all comes down to risk vs reward, if magic is too powerful then its over balanced and if you handicap them to much, why play one?

So when you balance it, it should be Power of Attack vs How often you can attack vs Drain vs Defense.

I don't think Drain is a issue, I think how it is defended against and how often you can cast it is.
Azralon
QUOTE (TinkerGnome @ Feb 17 2006, 11:33 AM)
The main intent would be to limit the use of lower force spells.  It'd mainly just make most spells more attractive at force 5 than at force 3.

It wouldn't directly make higher-force spells more attractive; it'd actually make lower-force spells less attractive because they'd be more likely to automatically fail. The higher-force spells would be unchanged as they'd overcome your attribute threshold limit.

That would urge magicians to scramble for power even more quickly, as the lower-end magicians would be even less effective. It'd do nothing to curb the effectiveness of the high-end mages (which is where most of the perceived imbalance is).

I believe I follow your reasoning, but I do disagree with the suggested method.
Dv84good
The problem is not only easy of hitting a mundane but also the damage done.
With a magic of 5 and spellcasting of 4 and spell cast at force 10 against a will of 3 and counter spell of 4 if any will most like end up being mage 13 mundane 2. And I know people say the sammy has two shoots to equal that but the mage gets a chance react to it and armour to protect him
TinkerGnome
QUOTE (Dv84good)
And I know people say the sammy has two shoots to equal that but the mage gets a chance react to it and armour to protect him

The mage's reaction roll is every bit as pathetic as the sammy's will resistance roll. The body roll isn't typically much better.

Take a relatively fit mage with reaction 4, body 4, and an armor jacket (8/6). Now shoot him with a pred firing stick'n shock. On average, he opposes the attack with one hit ( 4, then 3 dice) and then resists damage with two hits (7 dice). Against your 12 dice gunslinger, that's an average of 12 stun damage.

Seems pretty close to equal to me.
Dv84good
yes that is true but there are many way to raise reaction such increase reflex. I
f you do not want to have it on a fous all the time and play a PC for the fun you can spare a point of essencs and get bio or cyber.
Where as the mundane does not have that option for will at this time.
TinkerGnome
FYI, the increased reflexes gives a straight boost to initiative, not reaction. You could use Combat Sense in a focus for that purpose, though.
Dv84good
oops I guess that increase attribute. I guess you can choose which attribute spell to learn.
Ryu
@Tinkergnome:
I´d use attribute as threshold and add counterspelling successes.

How would you introduce a chance for the mage to occasionally fail? Without spell defense?
TinkerGnome
QUOTE (Ryu)
How would you introduce a chance for the mage to occasionally fail? Without spell defense?

Well, the first thing you need to decide on is the point at which you're comfortable with spells pretty much always working. Back to the mundane examples, a trained street sam rarely misses a shot with his weapon of choice, a techie rarely misses disabling a security device he knows is there, and a rigger rarely sends a drone crashing into a wall. So what do you consider a trained mage should be able to do without much chance of failure?

Then you need to look at the totality of things and see where the real problems lie. Overcasting is one area I'd definitely look at. In SR3, overcasting was quite damaging but in SR4, it's a perfectly viable option a lot of the time. Making it more deadly is a good idea.

In fact, I'd be inclined to solve all problems with magic by tweaking drain codes rather than making the spells not work.
Eyeless Blond
QUOTE (TinkerGnome)
Then you need to look at the totality of things and see where the real problems lie. Overcasting is one area I'd definitely look at. In SR3, overcasting was quite damaging but in SR4, it's a perfectly viable option a lot of the time. Making it more deadly is a good idea.

In fact, I'd be inclined to solve all problems with magic by tweaking drain codes rather than making the spells not work.

Indeed, the two things I really see people whinning about is overcasting, and the direct combat spells. In fact the overcasting of Stunnball or Stunbolt seems to be the biggest problem everyone has with the system. So if you're looking for house rules, here's my ideas. Honestly I like idea 2 better than idea 1, and only one of these two ideas should be implemented in a game.

!) Overcasting adds a straight +2 to the Drain Value. This is done after all other calculations. So a Force 10 Stunbolt, normally having a Drain COde of 4, now has a Drain Value of 6.

If you want to limit this even more, have overcasting add the difference between the spell's Force and the caster's Magic attribute instead of 2. So in the above case a Force 10 Stunbolt cast by a Magic 5 character would have a Drain of 9.

2) All direct combat spells, instead of doing damage of Force+net hits, do damage of caster's Magic attribute+net hits. This makes low-Force spells more effective, but as those spells can be resisted fairly easily due to Force limiting number of hits, rather than net hits, it's not as big a problem as it seems at first glance.
Cold-Dragon
QUOTE (Azralon)
QUOTE (TinkerGnome @ Feb 17 2006, 11:33 AM)
The main intent would be to limit the use of lower force spells.  It'd mainly just make most spells more attractive at force 5 than at force 3.

It wouldn't directly make higher-force spells more attractive; it'd actually make lower-force spells less attractive because they'd be more likely to automatically fail. The higher-force spells would be unchanged as they'd overcome your attribute threshold limit.

That would urge magicians to scramble for power even more quickly, as the lower-end magicians would be even less effective. It'd do nothing to curb the effectiveness of the high-end mages (which is where most of the perceived imbalance is).

I believe I follow your reasoning, but I do disagree with the suggested method.

Actually, my view of lower force spells is management opportunity.


Let's say you got enough dice to shoot out your butt to make just about any low force spell fill out max (as in, be it autosuccesses or your average roll, you'll probably bet 3-4 hits. In the case of management, you can try analyzing your opponents (say, the guards watching the door) and make some sort of check to guess what their rating is (IC-wise, you're figuring out how much juice it actually takes to knock them silly).

Depending if your GM actually plays that out, you may or may not know what the potential rating is. Now you play your spell at that force, or one or two up just in case you're not sure. You blast...and you just managed your drain without wasting magical mojo.

Of course, it's still fun to blast things to bits too, but even the low spells have their moments. Low level spells would be ideal for dealing with kids and some civvies too.

There's also the option of using the Decrease Attribute spells to make blasting an enemy with other spells easier too.
Ryu
Overcasting isn´t the only problem, as illusion spells for example will rarely ever be overcasted - why should they?

I think that attribute value + counterspelling successes as THRESHOLD (no need for a net success) will work just fine. A specialised mage would have a noticeable advantage for once.
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