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NightmareX
QUOTE (Cynic project)
Point to one monothiist religion that is not a redemption cult?

Touche [bows]

I take it then that you're stance is that members of all religious traditions, in SR terms, are twisted, toxic, or insane. This I find acceptable - inaccurate, but acceptable. And no doubt an opinion some Renewed Hermetics in the 6th world would share.

In any case, I think it is relatively pointless to reinvent the wheel here. Are toxic spirits/trads not detailed enough? Yes, to an extent. Are bugs too complicated? Not in the least. Are blood spirits broken? Not with minor modification. In any case, none of these issues are ones a good gm cannot easily deal with and tailor to his needs. Which is why I think the threats chapter was ultimately a success. Handling all of these radically different spirits in the same plug-and-play fashion they did with normal trads would have been lame IMO.

QUOTE (fistandantilus3.0)
I've always liked the UMT idea, from when it was first introduced. One of my favorite charcters was a chaos mage/street mage of 19 yrs of age, that kind of grew into the UMT as he got older and more experienced.

UMT is a poor man's rip off of Chaos magic to begin with, but that is neither here nor there. I did like the "UMT is what Chaos magic is when it grows up" line though - very fitting wink.gif

Trigger
QUOTE (NightmareX)
Which is why I think the threats chapter was ultimately a success. Handling all of these radically different spirits in the same plug-and-play fashion they did with normal trads would have been lame IMO.

Bravo, I do agree full heartedly here biggrin.gif -bows-
Cynic project
QUOTE (NightmareX)
QUOTE (Cynic project)
Point to one monothiist religion that is not a redemption cult?

Touche [bows]

I take it then that you're stance is that members of all religious traditions, in SR terms, are twisted, toxic, or insane. This I find acceptable - inaccurate, but acceptable. And no doubt an opinion some Renewed Hermetics in the 6th world would share.

In any case, I think it is relatively pointless to reinvent the wheel here. Are toxic spirits/trads not detailed enough? Yes, to an extent. Are bugs too complicated? Not in the least. Are blood spirits broken? Not with minor modification. In any case, none of these issues are ones a good gm cannot easily deal with and tailor to his needs. Which is why I think the threats chapter was ultimately a success. Handling all of these radically different spirits in the same plug-and-play fashion they did with normal trads would have been lame IMO.

QUOTE (fistandantilus3.0)
I've always liked the UMT idea, from when it was first introduced. One of my favorite charcters was a chaos mage/street mage of 19 yrs of age, that kind of grew into the UMT as he got older and more experienced.

UMT is a poor man's rip off of Chaos magic to begin with, but that is neither here nor there. I did like the "UMT is what Chaos magic is when it grows up" line though - very fitting wink.gif

Not at all. You missed the whole point. One wile I do think some religions are insane, others are not. I will not say out right what ones are witch but that is not the point.

To the capitalist the communist is insane.. The point is that what is rational,logical, and sane to you may not be to someone else. Even if you thought they were both sane, they both have completly different points of views.

SO it is not not about sanity or insanity.It si about points of view. Because you can't really define sanity in most cases.

There are "sane" people you do not believe in any gods. THere are "sane" people who believe in one and only one god. THere are "sane" people who believe that is only one god worth boing down to. THere are "sane" people who believe that there are many gods and only some are worth bowing down to.THere are "sane" people believe there are many gods and ou should bow down to them all.

I am not saying any of these people are right or wrong... But the fact they see the world in comptelly diffrent views in many cases to such a dagree they would call others insane...

On top of that you have the fact that they do not all study the same text or knoweldge, and some magically active people are self taught...So why do such radically different view points share the magic?
Cynic project
QUOTE (Trigger)
QUOTE (NightmareX @ Feb 2 2007, 04:55 AM)
Which is why I think the threats chapter was ultimately a success.  Handling all of these radically different spirits in the same plug-and-play fashion they did with normal trads would have been lame IMO.

Bravo, I do agree full heartedly here biggrin.gif -bows-

So you think only NPCs should have diffrent spirits?Why?
Trigger
QUOTE (Cynic project)
QUOTE (Trigger @ Feb 2 2007, 05:05 AM)
QUOTE (NightmareX @ Feb 2 2007, 04:55 AM)
Which is why I think the threats chapter was ultimately a success.  Handling all of these radically different spirits in the same plug-and-play fashion they did with normal trads would have been lame IMO.

Bravo, I do agree full heartedly here biggrin.gif -bows-

So you think only NPCs should have diffrent spirits?Why?

Because there needs to be someway to throw curve balls at your players...and I like the idea that with less mental blockage (aka sanity) then a mage can do a lot more with his power. Also twisted and toxic traditions aren't illegal for players, it is just recommended that they don't take them as it is pretty unbalanced and munchkin, but then again Threats are called Threats for a reason.
Cynic project
A mage is a 3-4 point power site that is only good for him or his hacky tradition..Is scarey.More so than I am spirit of man with bad breath!
NightmareX
QUOTE (Cynic project)
On top of that you have the fact that they do not all study the same text or knoweldge, and some magically active people are self taught...So why do such radically different view points share the magic?

So you're saying in essence, from a mechanics standpoint, threat trads should share the same mechanics as norm trads because sanity is a subjective thing.

And from a IC prespective, UMT's predominance is unrealistic because the more dogmatically minded would never go for it.

Is this correct? I'll state my disagreement to those premises when/if you respond to their veracity.
ornot
The UMT info in this thread is mighty interesting.

It does, however, make me glad that none of my players have magician characters!
NightmareX
QUOTE (ornot)
The UMT info in this thread is mighty interesting.

It does, however, make me glad that none of my players have magician characters!

There's UMT info in this thread???
ornot
well... maybe not info, but certainly points of view.
fistandantilus4.0
Exactly what the UMT is all about.. point of view.
NightmareX
QUOTE (fistandantilus3.0)
Exactly what the UMT is all about.. point of view.

One paradigm to rule them all,
One paradigm to find them,
One paradigm to bring them all,
And in the darkness bind them... biggrin.gif
Cynic project
QUOTE (NightmareX)
QUOTE (Cynic project @ Feb 2 2007, 04:58 PM)
On top of that you have the fact that they do not all study the same text or knoweldge, and some magically active people are self taught...So why do such radically different view points share the magic?

So you're saying in essence, from a mechanics standpoint, threat trads should share the same mechanics as norm trads because sanity is a subjective thing.

And from a IC prespective, UMT's predominance is unrealistic because the more dogmatically minded would never go for it.

Is this correct? I'll state my disagreement to those premises when/if you respond to their veracity.

If you say any view point of the world effect your magic, then you will in no ways have only some. The Hindu believe in a world that is completely different than the Christen,than Jew, than the Inca, than Ganger, than the Nielists, than rapist, than me... But they all use the same magical rules because it is easier. The twisted are different because of some subjective ruling. Just like I would not care if hermentic and shaman who have difefrent view point on magic and such had different spirits as well.I do mind that only some different view points have different magics...

Note this is an OOC thread,It is about rules and rules only.
NightmareX
QUOTE (Cynic project)
The twisted are different because of some subjective ruling. Just like I would not care if hermentic and shaman who have difefrent view point on magic and such had different spirits as well.I do mind that only some different view points have different magics...

For the most part, I agree with the last statement. However, I lets look at the threat spirits:

Blood Spirits - essentially normal spirits with the (broken) "blood template" tacked on.
Toxic Spirits - essentially normal spirits with the (undefined) "toxic templates" tacked on.
Insect Spirits - five unique spirits types that only bug shaman get

I'm not including shadow spirits or shedim because nobody can summon them (that we know of). Out of those three spirit types, two of the three are essentially templated normal spirits (as you've been advocating). The only one that is different is the bugs. Why?

First of all, as Synner said, the bugs are fundementally different than the other two types of summonable threat spirits. While the first two are essentially twisted normal spirits, the bugs are from an entirely different reality. Could you model them with, say, Guardian, Guidence, Task, Man, and Air spirits with a "bug template" tacked on? Yeah, but you know what they would feel like then? Normal spirits with a template tacked on. As others have said, they would loose a good deal of their uniqueness by being made completely plug and play. That is the complaint regarding 4th edition trads IIRC - that they have lost alot of flavor and uniqueness. Why? The flavor text didn't change, only the mechanics. It like changing out all the weapons in the game to a selection that includes "Light Pistol, Heavy Pistols, SMG, Assault Rifle, etc). Yeah, you could do it, but you loose a ton of flavor and variety in doing so.

Second, given the need for five different spirit types for every trad, you need five spirit types that actually make sense as bug spirits. Guardian, Guidence, and Task - fine. What about the other two (ie Scout and Caregiver under the current rules)? Man and Air are the best bets IMO, but even those give the impression of ad hoc shoehorning since they don't even remotely fit the theme. The basic idea of all the new spirit types (Fire, Plant, etc) is that they encompass all spirits that fit into their type in a fundemental sense, (Fire spirits play with fire, Beast spirits are animalistic, etc), hencing fitting a theme. What do bugs have to do with spirits of Man or Air spirits (or any of the other seven types, since Beast spirits would thematically fit insect warriors, but Guardian spirits already have that role)? Far easier to simply make five new spirit types I think.

QUOTE
Note this is an OOC thread,It is about rules and rules only.

That could perhaps have been clearer, as it seems at times to be both.
Garrowolf
I personally do not like the way magic has been unified in SR4. I don't like the idea of every magical tradition being just like the next with some cosmetic differences. I partially resolved it by having alot more differences between magicial traditions tothe point that people construct their own.

Magical Tradition Creation System

There are many possible traditions available to magic users. Instead of having all the traditions just mirrors of each other this will provide more versatility in constructing magic users. These rules apply for all kinds of magic users. These rules replace all magic related qualities.
Players and GMs can build the abilities of their magical characters in a modular format, instead of picking a premade tradition. You can even grow beyond the limitations of your tradition once you initiate. You pick a series of magicial abilities that you have access to. This includes astral perception and projection. You can choose what level of Sorcery and Conjuring you want as well. Characters gain magic points when they gain certain abilities. In this version you must have a point of magic for each ability. If you loose the point of magic you loose access to that ability.
Mystic Adepts are built now by picking physical adept quality and other magic. Physical Adepts can gain astral perception and/or astral projection by just taking those qualities. Effectively each magical ability (sorcery, conjuring, astral projection, etc) requires a magic point it is tied to that point just like an adept ability. This means that in constructing a Mystic Adept you can't spend those linked points.
A tradition can also have limitations on it. These reflect the paradigms of the people in the tradition. These negative qualities con only reduce the cost of the tradition by half. Any other negative qualities count against the character's limit of 35 negative qualities. These can be Geasa or even requirements on using Foci. Focus addiction is not used because I want to encourage it's use. Geasa are replaced by a ofter version. Failing to keep up with your Geasa just reduces your magic rating temporarily but will never casue magic point loss. Latent Awakening is not used. If you get Astral perception at character creation then you can choose a tradition later.

Magical Qualities
Astral Perception (5 BP/+1 Magic) - If you take no other abilities then you can't raise your Magic rating over 1.
Astral Projection (10 BP/+1 Magic) - Gives you access to Astral Projection, Perception, and Combat.
Physical Adept (5 BP/+1 Magic) - Gives access to Adept powers.
Dual Natured (5 BP) - requires Astral Projection
Astral Chameleon (5 BP)
Focused Concentration (10/20 BP) +1/+2 for drain tests
Astral Beacon (-5 BP)
Gremlins (-5 BP/lvl; Max 4) Some magicians don't combine well with technology
Sensitive System (-15 BP) Total Rejection (-20 BP)
Painful Conection (-10 BP) Your magic and cyberware don't get along. -2 pain penalty when using cyberware. Obviously must have cyberware to get this.
Burning Mana (-15 BP) Magic causes pain when it flows through your body. You feel pain in your arms when directing energy or pain in the eyes when using a detection spell. -2 pain penalty when using magic in the physical. No pain in the astral. For -10 BP it can be linked to a specific type of magic or energy.

Sorcery (+1 Magic)
This gives the magic user access to spellcasting and the Sorcery skill group. Casters can be limited to a few catagories or have access to them all. If they have limited access then they are at a -4 to cast other spells. Choose one:
One catagory (10 BP)
Two catagories (15 BP)
All catagories (20 BP)

Beliefs about Magic
(-10 BP) Backlash occurs with all aggressive magic. Any 1s count as a hit from the same spell on the caster. Caster can resist with countermagic as normal.
(-10 BP) Magic is random and unpredictable. Any 1s cause strange sideeffects that are not directable by the caster but not necessarily harmfull.

Conjuring (+1 Magic)
The gives the magic user access to conjuring spirits and the Conjuring skill group. Summoners can call upon a few spirits or all. The limitation is that you must limit the spirits and how your tradition views them.
Choose one:
One spirit (10 BP)
Two spirits (15 BP)
Five spirits (20 BP)
All spirits (25 BP)

Spirit Affinity - you must have these in your conjuring list
One spirit (5 BP)
Two spirits (10 BP)
Five spirits (15 BP)
All spirits (20 BP)

Spirit Bane - you can't have these in your conjuring list
One spirit (-5 BP)
Two spirits (-10 BP)
All spirits but your list (-15 BP) - can't have the all spirits list

Mentor Spirit (10 BP)

Beliefs about spirits
(-5 BP) All spirits are creations of the mind (can't take spirit affinity, -1 dealing with spirits)
(-10 BP) Only one or two kinds of spirits are acceptable and all the others are enemies or evil (only have spirit affinity with those kinds of spirits, all others at -3. Likely to have spirit banes.)
(-10 BP) The spirit you call upon is better then you and you should only make one request of them per summoning.
(-10 BP) Must have the aid of a spirit to cast spells (-3 to cast without a spirit aiding you)


Visibility
Secret Caster (5 BP) no obvious actions needed
Secret Summoner (5 BP) no obvious actions needed
Flashy Caster (-5 BP) Always a glow of energy when casting
Flashy Summoner (-5 BP) Obvious area effect glowing circles and energy

Tradition Qualities

Geasa on Tradition
One geas (-5 BP)
Two geasa (-10 BP)
Several geasa (-15 BP)

Tradition Foci
Requires fetishes (-5 BP)
Requires one foci (-10 BP)
Requires a foci per spell catagory/spirit type (-15 BP)
Trigger
I must say I am glad that you wrote those out as I think that some people may like a magical tradition system like that, but I personally don't. With the Magic Attribute being raised with the other qualities it completely jacks the way the attributes are bought in SR4 and it allows for far too much twink building of magical characters. I am a big fan of the UMT and the tradition sytem in SR4, as it is the logic progression of change in magical growth. It is all the same mana, it is all the magic, we all are cellularly the same (with differences in DNA), so why should we all have different rules for magic.

Right now only bug spirits are completely off the curve of magic spirits, but that is because they are not from out gaiasphere, not eve from the metaplanes that we normally have any access to. Bug spirits come from deep deep in the metaplanes and thus follow the rules of those metaplanes, which is why they have Evanessence while in our gaiasphere. They don't belong here naturally because they don't follow the same rules of magic as here. It is like the biology of creatures in the deepest depths of the ocean compared to us at sea level, neither of us can exist for very long at all in each other's climate and thus we die a lot quicker there. Same with Bug Spirits, they have to latch onto to us to survive this plane because they can't survive here on their own. It would probably work the same way if we were to go to The Hive, we would need something to latch onto to survive there for any extended length of time.

Also Garrowolf, I don't mean to be negative against your work, this has just been IMO.
Garrowolf
It doesn't make it cheaper then normal. The way it is you get all that for 1 magic point at start for 15 pts. Then to get a 3 you pay 20 bp. That's 25 pts.

It cost 55 pts to get 3 magic points and the normal set of things from UMT. You have the ability to change that but at most you can halve it to 28 if you take a lot of limits. Then you still have to raise it beyond 3 as normal.

Now you can create adepts that make sense and are fine tuned to how your character sees the world.

For toxic traditions just create some additional beliefs. Increase the number of available spirits and restrct them to those who give off this "belief energy" or are crazy enough to use them.

ornot
It is an interesting take on things, but I feel it actually makes being a magician (at least as they are in the book) too expensive. Aslo I think your maths are off. 15+20=35, not 25. Of course I could be misunderstanding what you're getting at.

My general feeling is that magic should be relatively unhindered (at least by rules). Magic can be limited in game by insisting that the player decide on his tradition and stick with that tradition's paradigm. As they're written a mage can be a generalist, and not be great at any one thing, or a specialist and really suck at anything he's not bought the skills at high levels for.

With your method the mage has to decide whether they ever want to be able to do something, buy it for a whole bunch of build points, and then spend yet more BPs on the skills to actually do those things.

Of course I've not tried to make a mage with your method, so I don't know how well they come out. I suspect that in an effort to prevent twinking out, you've hamstrung people that just want to play a mage, and yet it may still be possible to abuse the character creation system to make an uber-twink in one particular field. I'd be interested to see some examples of, say, a generalist mage vs. a specialist mage.
Garrowolf
okay I admit I made a math error. I still think that the system works better then the base system.

Generalist Hermetic:

Astral Projection (10 BP) +1 magic
Sorcery All catagories (20 BP) +1 magic
Conjuring 5 spirits (Elementals) (20 bp) +1 magic

belief all spirits are creations of the mind (-5 bp)

Tradition Foci - one foci: Wand (-10 bp)
Tradition Geas - one: Latin (-5 bp)

Totals: 30 bp 3 magic

Specialist Flame Weaver:

Astral Projection (10bp) +1 magic
Sorcery: Combat, Manipulation (15bp) +1 magic
Conjuring: 1 spirit Fire Spirit (Elemental) (10 bp) +1 magic
Spirit affinity: Fire Spirits (5 bp)
Spirit Bane: Water Spirits (-5 bp)
Flashy Summoner (-5bp)

Tradition Foci- one foci: Fire (-10bp)

Totals: 20 bp 3 magic

Shamanic Spirit Master:

Astral Projection (10bp) +1 magic
Sorcery: Health (10bp) +1 magic
Conjuring: All Spirits (25 BP) +1 magic
Spirit affinity: all spirits (20 bp)
Mentor Spirit (10bp)
Belief: Must have spirit aid to cast (-10bp)
Flashy Summonor (-5bp)
requires fetishes (-5 bp)
several geasa (-15bp)

totals 40 bp 3 magic

Religious Mystic:
Astral Perception (5bp) +1 magic
Sorcery: Detection, Health (15bp) +1 magic
Conjuring: Spirits of Man, Air Spirits (15bp) +1 magic
belief: Believes that spirits of man are ancestors and air spirits are angels, all others are evil spirits. (-10bp)
Spirit Affinity: Spirits of Man, Air Spirits (10bp)
Spirit Bane: All but those two (-15 bp)
Belief: Air spirits are angels and better then the summoner so only one request per summoning (-10 bp)
Flashy Summoner: (-5bp)

45 - 40 but can only half the cost so cost is 25 with the rest of the cost counting against the character's negative quality total. 3 magic

Mystic Adept:

Astral Perception (5bp) +1 magic
Sorcery All (20bp) +1 magic
Physical Adept (5bp) +1 magic

Totals 30 bp 3 magic (2 magic points for magic and 1 for physad stuff, can buy more for each from there)

Does that help?

ornot
That is mighty interesting. It could work well with an experienced group, but ultimately the core system is probably better for newbs, who might otherwise be confused by having two categories of -ve qualities.

Of course some might suggest that newbs only play street sams with big guns to save them worrying about all those pesky hacking, rigging and magic rules!
Garrowolf
actually I tend to do just that with new players in my games. Playing a fighter first in a game means they only have to learn the baseline.
Cynic project
Great Garrwolf, wonderful job. Take simple rules that work and throw them out hte window and then bring in the parade of broken rules. Just really what we need in shadowrun, more broken rules.
eidolon
Maybe you could post examples of how they are broken, and possible corrections or suggestions?

Rotbart van Dainig
Seriously? All spirits?
Cynic project
QUOTE (eidolon)
Maybe you could post examples of how they are broken, and possible corrections or suggestions?

Magical Qualities
Astral Perception (5 BP/+1 Magic) - If you take no other abilities then you can't raise your Magic rating over 1.
Astral Projection (10 BP/+1 Magic) - Gives you access to Astral Projection, Perception, and Combat.
Physical Adept (5 BP/+1 Magic) - Gives access to Adept powers.
Dual Natured (5 BP) - requires Astral Projection
Astral Chameleon (5 BP)
Focused Concentration (10/20 BP) +1/+2 for drain tests
Astral Beacon (-5 BP)
Gremlins (-5 BP/lvl; Max 4) Some magicians don't combine well with technology
Sensitive System (-15 BP) Total Rejection (-20 BP)
Painful Conection (-10 BP) Your magic and cyberware don't get along. -2 pain penalty when using cyberware. Obviously must have cyberware to get this.
Burning Mana (-15 BP) Magic causes pain when it flows through your body. You feel pain in your arms when directing energy or pain in the eyes when using a detection spell. -2 pain penalty when using magic in the physical. No pain in the astral. For -10 BP it can be linked to a specific type of magic or energy.

Sorcery (+1 Magic)
This gives the magic user access to spellcasting and the Sorcery skill group. Casters can be limited to a few catagories or have access to them all. If they have limited access then they are at a -4 to cast other spells. Choose one:
One catagory (10 BP)
Two catagories (15 BP)
All catagories (20 BP)

Beliefs about Magic
(-10 BP) Backlash occurs with all aggressive magic. Any 1s count as a hit from the same spell on the caster. Caster can resist with countermagic as normal.
(-10 BP) Magic is random and unpredictable. Any 1s cause strange sideeffects that are not directable by the caster but not necessarily harmfull.

Conjuring (+1 Magic)
The gives the magic user access to conjuring spirits and the Conjuring skill group. Summoners can call upon a few spirits or all. The limitation is that you must limit the spirits and how your tradition views them.
Choose one:
One spirit (10 BP)
Two spirits (15 BP)
Five spirits (20 BP)
All spirits (25 BP)

Spirit Affinity - you must have these in your conjuring list
One spirit (5 BP)
Two spirits (10 BP)
Five spirits (15 BP)
All spirits (20 BP)
SPirits are largely inter changeable. THat being said 10 spirit types are worth way more than 5. Wile you could cherry pick the 5 you want, having ten would help you in places that you did not forsee in the making fo your haratcer..not a 5 point thing.
Spirit Bane - you can't have these in your conjuring list
One spirit (-5 BP)
Two spirits (-10 BP)
All spirits but your list (-15 BP) - can't have the all spirits list

Um okay...bane spooky...
Mentor Spirit (10 BP)

Beliefs about spirits
(-5 BP) All spirits are creations of the mind (can't take spirit affinity, -1 dealing with spirits) So throwing a mana ball would cause me to lose a die when fighting spirits?
(-10 BP) Only one or two kinds of spirits are acceptable and all the others are enemies or evil (only have spirit affinity with those kinds of spirits, all others at -3. Likely to have spirit banes.) Um...bad
(-10 BP) The spirit you call upon is better then you and you should only make one request of them per summoning....WTF?
(-10 BP) Must have the aid of a spirit to cast spells (-3 to cast without a spirit aiding you)Okay why?


Visibility
Secret Caster (5 BP) no obvious actions needed Um normal rules now
Secret Summoner (5 BP) no obvious actions needed Dito
Flashy Caster (-5 BP) Always a glow of energy when casting
Flashy Summoner (-5 BP) Obvious area effect glowing circles and energy

Tradition Qualities

Geasa on Tradition
One geas (-5 BP)
Two geasa (-10 BP)
Several geasa (-15 BP)

Tradition Foci
Requires fetishes (-5 BP)
Requires one foci (-10 BP)
Requires a foci per spell catagory/spirit type (-15 BP)


But even barring the things I said I can cherry pick the best and screw the rest. It is not baanced and puts way to much rules for flavor. By doing this you set up gimicky characters who can do great things later on or do not do somethings early on..Or what ever. I never used fire ellementals, but I have played hemetics...
Garrowolf
cherry pick the best and screw the rest? Are you saying that someone might power game in shadowrun????

I think that having more choices and making magical character less alike would encourage role playing. If they want to make an expensive character that can't really do much beyond what a RAW character could do then go ahead. This actually opens up alot more magical characters. As it stands we have one type with some different shirts on. There is no real difference in any other magic users. This is a bad thing.

Now you can create any number of traditions. If you don't want to give this power to your players then don't. Make up a list and let them choose. At least this wy if you have a good player and they want to create a specific concept then you can allow it.

This also opens up aspected magicians to use. Now they make more sense and there is a good reason to pick them.

Bland and balenced are not the same thing.
NightmareX
QUOTE (Garrowolf)
I personally do not like the way magic has been unified in SR4. I don't like the idea of every magical tradition being just like the next with some cosmetic differences. I partially resolved it by having alot more differences between magicial traditions tothe point that people construct their own.

Umm, why didn't you just link to your webpage? Would have saved alot of space.

As for the actual ruleset, no offense, but it adds needless complication to an already smoothly running system for the sake of.....? I can really see no reason that your system is superior to the current one.

Also, it seems that the max (starting?) Magic attribute one can have in your system is 4 (unless I'm missing something).

QUOTE (Garrowolf)
I think that having more choices and making magical character less alike would encourage role playing. If they want to make an expensive character that can't really do much beyond what a RAW character could do then go ahead. This actually opens up alot more magical characters. As it stands we have one type with some different shirts on. There is no real difference in any other magic users. This is a bad thing.

You're missing the point I think. All of the things you have in your system (with the exception of being able to summon all spirits) can be replicated per the RAW or with minor changes thereto. You can create any number of traditions with the RAW - it is the characters that make the traditions come alive, not the trad itself. The lack of "real difference" you cite is ironically reflective of RL trads as well - the philosophy and tools of each trad are very much different, but the methods and techniques commonly used are remarkably similar.

Without going into needless examples, despite what I stated eariler, unique mechanics are not necessary or necessarily encouraging to the creation of unique and memorable characters. Sometimes they are downright detrimental, as the focus becomes the mechanics instead of the character itself. Balancing the mechanical aspects of flavor and the need/benefits of mechanical confromity is a delicate matter, and one which I think Wiz Kids has handled well so far (better than FASA did in fact).
Garrowolf
Interesting. The mechanics this way seem to actually allow you to create whatever tradition you want to. Otherwise we have traditions stuck to 5 spirits that are arbitrarily connected to 5 catagories of magic. It allows you to have a healer tradition with 2 spirits and health only or 1 spirit and a couple of catagories. This allows you to come up with whatever makes sense. Now we have a system where if you actually know anything about the religion that your character follows you have to force it to fit thier little formula.

By the way, you can still buy up the magic rating as normal. You just start out higher because you have learned more. It also limits mystic adepts a bit but makes them more versitile.
NightmareX
QUOTE (Garrowolf)
Interesting. The mechanics this way seem to actually allow you to create whatever tradition you want to. Otherwise we have traditions stuck to 5 spirits that are arbitrarily connected to 5 catagories of magic. It allows you to have a healer tradition with 2 spirits and health only or 1 spirit and a couple of catagories. This allows you to come up with whatever makes sense. Now we have a system where if you actually know anything about the religion that your character follows you have to force it to fit thier little formula.

And how would those spirits and spell categories be connected? Yes, your system does allow for the easy creation of limited magicians, but so does the RAW (albeit with minimal tweaking in some cases). I would rather do minor tweaking than start over from scratch any day. [shrug]
Thain
QUOTE (Garrowolf)
Interesting. The mechanics this way seem to actually allow you to create whatever tradition you want to. Otherwise we have traditions stuck to 5 spirits that are arbitrarily connected to 5 catagories of magic. It allows you to have a healer tradition with 2 spirits and health only or 1 spirit and a couple of catagories. This allows you to come up with whatever makes sense. Now we have a system where if you actually know anything about the religion that your character follows you have to force it to fit thier little formula.

By the way, you can still buy up the magic rating as normal. You just start out higher because you have learned more. It also limits mystic adepts a bit but makes them more versitile.

Okay, so if I decide for roleplayign reasons that my Catholic Magican's particular monastic order only teaches and uses Health spells, and only deals with manifestations of the Archangel Gabriel (fire spirits)... I can either build a normal magican, using the normal rules, and limit myself to buying only health spells, and only summoning fire spirits.

Or, I can use a wholly new system that requires about fifteen minutes more work, for the same end result?

If I decide my Street Samurai will only use pistols, I don't buy the assault rifle skill. If my Magican isn't going to cast Illusion spells, I don't buy any. Is that really that difficult?
Cynic project
QUOTE (Thain)
QUOTE (Garrowolf @ Feb 7 2007, 05:50 AM)
Interesting. The mechanics this way seem to actually allow you to create whatever tradition you want to. Otherwise we have traditions stuck to 5 spirits that are arbitrarily connected to 5 catagories of magic. It allows you to have a healer tradition with 2 spirits and health only or 1 spirit and a couple of catagories. This allows you to come up with whatever makes sense. Now we have a system where if you actually know anything about the religion that your character follows you have to force it to fit thier little formula.

By the way, you can still buy up the magic rating as normal. You just start out higher because you have learned more. It also limits mystic adepts a bit but makes them more versitile.

Okay, so if I decide for roleplayign reasons that my Catholic Magican's particular monastic order only teaches and uses Health spells, and only deals with manifestations of the Archangel Gabriel (fire spirits)... I can either build a normal magican, using the normal rules, and limit myself to buying only health spells, and only summoning fire spirits.

Or, I can use a wholly new system that requires about fifteen minutes more work, for the same end result?

If I decide my Street Samurai will only use pistols, I don't buy the assault rifle skill. If my Magican isn't going to cast Illusion spells, I don't buy any. Is that really that difficult?

But your rules do not match flavor! Your flavor must have RULES..Like Female runners should have different stats..Just like Asian runner, or Indian Runners... all flavor must have rules, duh.
Thain
QUOTE (Cynic project)
But your rules do not match flavor! Your flavor must have RULES..Like Female runners should have different stats..Just like Asian runner, or Indian Runners... all flavor must have rules, duh.

Don't forget, if its Japanese it must be 200% better than western stuff.
Cynic project
QUOTE (Thain)
QUOTE (Cynic project @ Feb 7 2007, 10:44 AM)
But your rules do not match flavor! Your flavor must have RULES..Like Female runners should have different stats..Just like Asian runner, or Indian Runners... all flavor must have rules, duh.

Don't forget, if its Japanese it must be 200% better than western stuff.

That goes without saying...
Garrowolf
Hey, if you don't see a problem with it don't use it. If you see things from a hermetic point of view then go for it. I personally hate the Hermetic point of view but this edition seems focused on it. The hermetic point of view is that everything is the same and any differences are just flavor. I could see them working up a UMT and this game seems to support it. I personally think it is a load of crap. People are different. Allow them to be.

It was a valid response to the question.
Trigger
QUOTE (Garrowolf)
Hey, if you don't see a problem with it don't use it. If you see things from a hermetic point of view then go for it. I personally hate the Hermetic point of view but this edition seems focused on it. The hermetic point of view is that everything is the same and any differences are just flavor. I could see them working up a UMT and this game seems to support it. I personally think it is a load of crap. People are different. Allow them to be.

It was a valid response to the question.

People are different yes. And the rules do not favor or overly present a hermetic point of view. People are different, that cannot be changed or denied, but the rules that govern the people are the same, that cannot be changed or denied either. There are laws in this world that govern how things work and those cannot be denied, no one is outside of them. The same goes with magic in SR, there are laws to magic and any who practice magic fall into the jurisdiction of those laws. Denying that the fundamental laws of magic do not apply equally to everyone is the same as denying that the fundamental laws of physics do not apply equally to everyone. The UMT is on par with the Laws of Physics, it is the progression of our knowledge of magic and the fundamentals of it that apply to everyone equally. The differences in the traditons are just flavor for a reason, because that is the only difference in the magic between them, the tradition is only how a person interacts with the magic, how they view it. The mana is the same no matter who is handling it.
Synner
I'll reiterate this because its becoming an all too common misunderstanding. In the setting UMT developed as an attempt to address the underlying fundamental laws of magic, regardless of the trappings of traditions - hence it is in fact not Hermetic, in fact it contradicts the basic Hermetic cosmology by openly stating it is a fragmentary view. The fact that UMT was developed by a hermetic research group, or that its banner has been taken up by a younger generation of hermetics doesn't mean it

Note also that UMT is being bandied about as new standard for all the traditions (because of the new unified rules). This isn't the case either. The fact that the core mechanics are the same does not imply that the traditions of 2070 have all accepted UMT (including the mainstream Renewed Hermeticism). Many will simply have adapted /expanded their own cosmologies to describe why one particular shaman or wujen or shinto magician exploring the principles of UMT is able to call upon spirits the tradition previously believed unaccessible.

If one "traditional" shaman working in conjuction with the UMT research group manages the feat of summoning something new, it's only a matter of time before someone who doesn't fully believe in the UMT trys it and find out they can too, and from there it is only a matter of time until the tradition's central doctrine/beliefs as a whole adapts to explain the "new" correspondence as part of its own cosmology. After all UMT as a ur-paradigm of magic is still fundamentally incomplete (and quite possibly flawed). Were it not so, then all the traditions should be able to summon not 5 but 10 types of spirits - not to mention the currently inexplicable uniqueness of metaplanar entities and toxic threats.
Thain
Actually, I think your are confusing an in game bit of fluff (the Universal Magical Theory) for an out of game piece of mechanics (unified magical rules). The two are not the same.

The unified magical theory explains, to its adherents, the similarities between traditions. However, it falls flat on its face in a number of areas... summoning being the primary one. Mechanically, a Shaman's Fire Spirit, a Hermetic's Flame Elemental, a Islamic Mystic's Djinn of Smokeless Fire and a Christian Theurgre's Angel of Flame, have the same stats. That doesn't make them the same critter. Further, most traditions have access to only 5 of 10 mechanical spirit types, making them different at a metagame level.

Then there are the "threat" traditions: Blood, Toxic, and Insect.... the UMT fails completely to explain them.

Look at it this way, in D&D Divine Magic, Arcane Magic, and Bardic Magic all operate on the same mechanics. They even share some spells, some feats, and some other "toys" from a mechanical standpoint. They are wholly different techniques "in game" however, and sharing resources from one to the other is explicitly a "No-No." (Although some GMs may make this easier.)

In Shadowrun, all the Traditions operate on the same mechanics. They share spells, they share rituals, they share summons, on a mechanical level. They are radically different "in game" however. Sharing resources is implicitly allowed, but challenging, and the GM can tweak this to be as easy or difficult as he wants.

UMT = fluff, that doesn't really work.
unified magic rules = metagame that really does work.
cetiah
QUOTE (Thain)
If I decide my Street Samurai will only use pistols, I don't buy the assault rifle skill. If my Magican isn't going to cast Illusion spells, I don't buy any. Is that really that difficult?

Interesting comparison, but invalid. If the comparison were valid, then your Street Sam would just buy a generic "Combat" skill. Whether he used pistols, rifles, blades, unarmed combat, or whatever, it would always use that generic "Combat" skill because and all Street Sams would likely have this skill at 5 or 6. Your decision whether or not to buy a pistol or rifle or sword would be almost entirely flavor. You could choose for your character to have pistols and a rifle and unarmed combat, or you could choose to just use pistol - the choice is up to you and if your comparison is valid then there's no need for additional rules, right?

Same goes for social skills for the face, pilot skills for the smuggler, technical skills for the hacker. (Actually the hacker suffers from this cookie-cutter approach a little, too.)

But the rules don't work this way for a reason. Players like to make specialized characters. They want more combat skills to cover different situations and specialties. They want to be able to 'specialize' a generic skill, and Shadowrun usually offers more than one area of specialization simultaneously (social skills AND contacts, pilot skills AND vehicle upgrades, technical skills AND programs). Yet, for some reason awakened characters just have spells - the traditions aren't much of a specialty. If Shadowrun kept up to its usual par, there should be a way to 'specialize' in a tradition and maybe even adding options to sub-specialize. There should also be alternative ways of building the magician to get similiar effects - like bioware/cyberwear, gear/implants, hacker/technomancer, etc. Normally this is built into the system with cyberwear and all its cool associated goodies, but in the case of magicians they are actually penalized for using a rule system that allows specialization, so some kind of specialization options should be given to them to compensate.

Initiation partially deals with the specialization problem, but for some reason you have to do it after character generation. I don't see why all the metamagic benefits of initiation shouldn't be taken as qualities or specialization-options for magician characters.
cetiah
QUOTE
Look at it this way, in D&D Divine Magic, Arcane Magic, and Bardic Magic all operate on the same mechanics. They even share some spells, some feats, and some other "toys" from a mechanical standpoint. They are wholly different techniques "in game" however, and sharing resources from one to the other is explicitly a "No-No." (Although some GMs may make this easier.)

This is partially true but its missing the point altogether, isn't it? There may not be clear-cut game mechanical differences between divine magic, arcane magic, and bardic magic, but there are clear-cut game mechanical differences between priests, mages, and bards and what spells they have access to and how they are specialized. Even their methods of casting differ in addition to their spell selection. There are character building options that allow you to expand past the basic archetypes, augmenting your spell selection, changing the way you cast spells, etc. etc.

The objection isn't that there's unified magic rules, the objection is that there's unified magician rules and that's a no-no for character generation.
Thain
There are clear cut mechanical differences between Shamans, Hermetics, and the rest.

Shamans summon their five spirits, have Lodges, have Totems, have Shamanic Masks, and so on and so forth. Hermetics summon their five elementals, have Libraries, don't have totems, don't have shamanic masks, and all that rot. The other traditions have their unique cultural and mechanical twists too.

Unified magic rules, and unified magician rules, do not make unified characters.

All Riggers, all Samurai, all Hackers use the same rules... that doesn't make them clones.

I'm sorry, but youmight just have to roleplay the differences between traditions, rather than let the rulebook preprint them on your character sheet.
Garrowolf
IF the idea of the setting was to include references to real world belief structures then SR3 did that and SR4 failled. It was a step backward.

Having actually studied some of these things I can tell you that most religions and traditions described in the game are not well represented because they have been forced into a formula to make it easy on the designers. IF shadowrun were based on a different planet with alien ideas or complete fantasy I wouldn't care.

Shadowrun has always taken a stance that it is our future with some amazing things that happen later on. They have been using real world things in it since day one. This is the whole basis for any conversations about any of the technologies in Shadowrun.

From a game design stand point I think that the formula they have reduces the variety of character types too much. This was fairly easy to fix and it takes less time for me then trying to decide on what kind of tradition to follow by going through all their lists.

Cetiah is totally correct in that there is no specialization in magic users but there is in the fighters. I consider fighters to be one character type and they have way too much stuff.

If you don't want more then hermetics with some beads then go for it. That is what shadowrun is giving you. Believing that everyone is the same and that they are just confused IS the basis of hermetisism. The elemental theories and kabalah just change with the ages. There is no reason for shamans to have that many spells or be limited to what kind of spirits they can talk to. There is no reason for everything to be based on the number five. There is no reason for each catagory to be connected to a spirit type. One spirit could be the spirit of magic and the others have nothing to do with it. There is no reason for a Pagan to have one mentor spirit.

SR3 made a good attempt to show that there was a good deal of difference between various traditions. SR4 fell down on the ball trying to unify too much.
Thain
QUOTE
SR3 made a good attempt to show that there was a good deal of difference between various traditions. SR4 fell down on the ball trying to unify too much.


I disagree wholly.

SR3 gave a breif and bastardized version of dozens of faiths, mystic traditions, and philosophies and made the player memorize seperate rules for every last one of them.

SR4 gives a breif and bastardized version of dozens of faiths, mystic traditions, and philosophies and... you only need to learn one rule set, with a half-dozen variants.

If you want Comparative Relgions 202: the role-playing game, then a cyberpunk distopia probably isn't the place. Shadowrun is not terribly accurate when it comes to religion, sorry it just isn't. Look at what they did to Catholicism...

2011: Pope John-Paul IV denounces metahumans as abominations in the eyes of God. This makes no sense, at all, as it was well documented by scientists worldwide that metahumans were Homo sapiens with odd genetics. Declaring a Dwarf to be an abomination makes as much sense as declaring a child with Downs syndrome to be one.

2012: A Papal Bull is issued confirming Pope John Paul IV's position against metahumans and further denouncing all things magical as "unholy and ungodly by their very nature. Flying in the face of the entire catechism.

2042: Pope John XXV declares that women may now be appointed priests in the Catholic Church. But FASA makes no attempt to explain this reversal of 2032 years of Church doctrine.
eidolon
QUOTE (Thain)
If you want Comparative Relgions 202: the role-playing game, then a cyberpunk distopia probably isn't the place.


Thankfully. Religion is firmly in the realm of "let the end-user add content as necessary."
Moon-Hawk
Yeah, that 2042 entry is silly. biggrin.gif
Cynic project
QUOTE (Thain)
QUOTE
SR3 made a good attempt to show that there was a good deal of difference between various traditions. SR4 fell down on the ball trying to unify too much.


I disagree wholly.

SR3 gave a breif and bastardized version of dozens of faiths, mystic traditions, and philosophies and made the player memorize seperate rules for every last one of them.

SR4 gives a breif and bastardized version of dozens of faiths, mystic traditions, and philosophies and... you only need to learn one rule set, with a half-dozen variants.

If you want Comparative Relgions 202: the role-playing game, then a cyberpunk distopia probably isn't the place. Shadowrun is not terribly accurate when it comes to religion, sorry it just isn't. Look at what they did to Catholicism...

2011: Pope John-Paul IV denounces metahumans as abominations in the eyes of God. This makes no sense, at all, as it was well documented by scientists worldwide that metahumans were Homo sapiens with odd genetics. Declaring a Dwarf to be an abomination makes as much sense as declaring a child with Downs syndrome to be one.

2012: A Papal Bull is issued confirming Pope John Paul IV's position against metahumans and further denouncing all things magical as "unholy and ungodly by their very nature. Flying in the face of the entire catechism.

2042: Pope John XXV declares that women may now be appointed priests in the Catholic Church. But FASA makes no attempt to explain this reversal of 2032 years of Church doctrine.

Well, let's point this little detail out.The roman Catholic church was founded as I recall like 340 AD. The pope was not the head of the church, but just the Bishop of Rome and this stayed this way for another about 500 years.Maybe more.
cetiah
QUOTE (Cynic project)

Well, let's point this little detail out.The roman Catholic church was founded as I recall like 340 AD. The pope was not the head of the church, but just the Bishop of Rome and this stayed this way for another about 500 years.Maybe more.

Guys,please don't do this. Not here...
Thain
QUOTE (Cynic project)
Well, let's point this little detail out.The roman Catholic church was founded as I recall like 340 AD. The pope was not the head of the church, but just the Bishop of Rome and this stayed this way for another about 500 years.Maybe more.

Cetiahis right, this is not the proper place for either a history lesson, or a comparative theology lesson. However, Cynic project, I would like to quickly point out that the First Council of Nicea in 325 A.D., and it is here where the Roman Rite Catholic Church as we know it today is said to have been founded by most secular historians. Not 340 A.D. Of course, Catholics trace the history of the Church as an unbroken line to St. Peter...

Further, the Pope is still the Bishop of Rome, and the Bishop of Rome has (always as a matterof doctrine, and documented history back to at least 107 A.D.) been the head of the Roman Rite Catholic Church. This is, simply put, why we are called Roman Catholics.

I know, I know... the Greek Orthodox and the Protestants have their own ideas about all this; But its pretty much a matter of historical record that the Roman Catholic Church has always been led by Rome.

And, much more to the point, Shadowrun is not a game about religion... it is a game about cyborg criminals who get paid to shoot people in the face. cyber.gif
RunnerPaul
For money! Don't forget that bit.
Thain
QUOTE (RunnerPaul)
For money! Don't forget that bit.

That would be the "get paid" part of the deal. Although, judging by some SR artwork, runners may also get paid in cigarettes and skin care products.
NightmareX
QUOTE (Garrowolf)
IF shadowrun were based on a different planet with alien ideas or complete fantasy I wouldn't care.

The thing is, Shadowrun is based on an alien planet with different ideas. This planet is post-Awakening Earth. The presence of actual, observable, and undeniable magical effects (not to mention metahumans, spirits, dragons, and paracritters) cannot be underestimated as a transformitive factor in world religions and occult traditions.

SR trads may be based in real world trads, but they are not real world trads. They have had to change and adapt to a) the presence of objectively verifiable magic, and more importantly b) the fact that even people opposed to their own trad or who follow no trad at all can use said magic. I cannot state that strongly enough, as that would have a major impact on most traditions. Having studied such things you know this as well as I.

In short, SR trads are essentially a "what if" compared to real trads.
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