QUOTE (evilgoattea @ Apr 22 2008, 07:06 AM)
Hi,
I am a newbie to Shadowrun 4th Edition, and so far im almost through the magic chapter and pretty much understand everything I have read thusfar. However I have a few questions about these three "classes".
1.) Besides the roleplay aspects what are the fundament differences between Shamans and Mages? Are their advantages of being a mage over a shaman and vice versa? I know there are some "aspects printed underneth the traditions ex Detection: Water for Shamans...what does that even mean?
2.) Where does a mystic adept fall into all of this? Do they need to select a tradition as well.
-Josh
Hey, welcome aboard. A few prelims that might help you out, as I see you've only got 10 posts and just joined. When you see someone say "RAW" that means "Rules As Written", or what it says in the big hardback book. Magic is pretty hardcore in SR4, but when building a character keep in mind that they're a person plus a magician, so you still need to pick up a few points in normal skills like Perception and Stealth, too.
To your questions...
1.) Primary differences between traditions, other than roleplay, are: which drain attribute do they roll with Willpower (some are easier to modify than others with cyber if you go that route and race can affect this, too), which spirits can they summon, and which spirit type aids which type of spell (that's what that example means).
2.) Mystic adept has the ability to cast spells, summon spirits, and get adept abilities, but for the access to adept abilities they give up astral space. They can get back astral perception through the adept ability, but only perception, never projection. Since astral scouting is a big deal for a mage, this needs to be thought over pretty carefully before you make the leap. Also, they DO need to choose a tradition just like a magician.
As of 4th edition, no one needs to choose a mentor spirit if they don't want to, but everyone can. Used to be (in earlier editions) that shamans got them and mages didn't, but that's not true anymore.
When making a magician, be sure to grab the Counterspelling skill, it's the single biggest help you can give your team. Also, skip the Banishing skill at first, as beating on a spirit works just as well without taking up your skill points. If you go magician, rather than mystic adept, get some Astral Combat skill but be prepared to run until you get good at it. Things kick your butt in astral until you're good.
There are a ton of threads on here about building a good mage, check them out for some ideas. There's some good stuff floating around. Hope that helps you out, enjoy!
-JBlades