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Tomothy
QUOTE (Noirfatale @ Jan 28 2009, 10:43 PM) *
3- while in astral space, a mage (or a spirit) who can move way faster than you (unless your in a jet) see this very fine conduit that allows him to throw a spell through your focus into the physical.

Can you really do this?
toturi
QUOTE (Tomothy @ Jan 30 2009, 12:08 PM) *
Can you really do this?

What is being talked about is Grounding and that has not been around since 3rd Ed.
TheOOB
No, you cannot target the physical plane with spells through the astral, barring the sole exception of using an astral spotter with ritual magic. The best you can do to an active focus from the astral plane is attack it to try and disrupt it, which could leave you quite dead if they say, disabled your sustained levitate spell in your focus.
Glyph
QUOTE (pbangarth @ Jan 29 2009, 04:34 PM) *
In the DG, p. 8, the GM is advised to test for focus addiction whenever a character has active foci with a total Force in excess of twice her Magic attribute.

It seems there is yet another reason to consider Digital Grimoire a book that I will never buy, but at least it seems that they make focus addiction something that only happens for serious abuses of foci.

Honestly, I don't know why there is all this hate for mages getting extra IPs, when it's an ability open to mundanes, too, and most of the mundane versions don't have nearly as many drawbacks.
pbangarth
QUOTE (Glyph @ Jan 30 2009, 12:35 AM) *
Honestly, I don't know why there is all this hate for mages getting extra IPs, when it's an ability open to mundanes, too, and most of the mundane versions don't have nearly as many drawbacks.


I agree with you, Glyph. But there appear to be some who really want to convince the rest of us that their bugbear is ... really buggy.
crash2029
QUOTE (Glyph @ Jan 30 2009, 02:35 AM) *
Honestly, I don't know why there is all this hate for mages getting extra IPs, when it's an ability open to mundanes, too, and most of the mundane versions don't have nearly as many drawbacks.


Seconded.
Aiolos Turin
QUOTE (pbangarth @ Jan 28 2009, 10:44 PM) *
I'm just curious... will the argument over which is better in SR, magic or technology, ever go away?


Yes. Whenever they take out magic characters entirely and make it more like "magic in the world" and reserved to only a few demi-gods (gandalf!)

I.e. whenver Shadowrun adapts their high fantasy from Lord of the Rings, not D&D
Aiolos Turin
QUOTE (Glyph @ Jan 30 2009, 01:35 AM) *
Honestly, I don't know why there is all this hate for mages getting extra IPs, when it's an ability open to mundanes, too, and most of the mundane versions don't have nearly as many drawbacks.


Not nearly as many drawbacks?

Wired Reflexes 3 costs 5 essence.

5 ESSENCE.

Goodbye to any other cyberware, which makes or breaks a street sammy.
The Mage? He's free to always improve everything, as its nothing permanent.
toturi
QUOTE (Aiolos Turin @ Jan 30 2009, 03:58 PM) *
Yes. Whenever they take out magic characters entirely and make it more like "magic in the world" and reserved to only a few demi-gods (gandalf!)

I.e. whenver Shadowrun adapts their high fantasy from Lord of the Rings, not D&D

No, then the people who want their Jedi/ninjas will be up in arms and won't stop until Shadowrun adapts magic from the Force/wuxia novels. And then no one will be mundane. vegm.gif
Aiolos Turin
QUOTE (toturi @ Jan 30 2009, 02:03 AM) *
No, then the people who want their Jedi/ninjas will be up in arms and won't stop until Shadowrun adapts magic from the Force/wuxia novels. And then no one will be mundane. vegm.gif


LOL

Well at least if no one is mundane, it's balanced! If the only counter to magic is magic- and everyone is magic- I dont see a problem.
toturi
QUOTE (Aiolos Turin @ Jan 30 2009, 03:59 PM) *
Not nearly as many drawbacks?

Wired Reflexes 3 costs 5 essence.

5 ESSENCE.

Goodbye to any other cyberware, which makes or breaks a street sammy.
The Mage? He's free to always improve everything, as its nothing permanent.

Base 5 Essense. With better grades, gene mods and cyber suites, a lot less than 5. And the sam get to be a sam for free.
Stahlseele
QUOTE (toturi @ Jan 30 2009, 09:03 AM) *
No, then the people who want their Jedi/ninjas will be up in arms and won't stop until Shadowrun adapts magic from the Force/wuxia novels. And then no one will be mundane. vegm.gif

and we are right back at adept run
Adarael
QUOTE (Cardul @ Jan 29 2009, 01:48 AM) *
Mages in a properly run Shadowrun game do NOT want to get into a fight if they are on the Runner side.
Why? Because of the first rule of CorpSec:

Geek the Mage first. I remember one time I ran a combat mage back in a 2nd edition game. I had the Increased reflexes spell up, and, well...when I got hit by like 6 stun grenades....things were not pretty.

In 4th Edition, I saw what our GM did to the groups Shaman when the shaman went full bore magical assault: Security pulled back, kept out of line of sight, called for back up...Back Up was 2 Troll Mages, 2nd Degree Initiates, and 2 Force 5 Fire Spirits, and 6 Heavily armoured goons with mild cyber(Wired 1, Smartlinks)...


Personally, I've found that the best defense for that rule is to get Masking ASAP, and go as heavily armed and armored as everyone else. I can't rationally have corpsec geek the mage first if the mage in the game I'm running is wearing a chameleon suit or armored jacket like the rest of the team and is packing an ares alpha, unless they beat masking or the mage casts a spell and some of the targets are left alive to notice who cast the manaball.
Fuchs
Awakened characters are better than mundanes in any campaign that lasts a bit, or when we're talking specialist builds. Whatever a mundane can do an awakened can do as well or better - and then has additional options.
ornot
It's been my experience that multiple IPs = teh w1n, regardless of how one gains them.

I personally restrict a mage to one spell per turn, regardless of how many IPs they have, on the grounds that one can only channel so much mana in so much time. I have thought how this could be modified to having the spells' forces accumulate over the turn, turning drain from stun to physical when the cumulative force exceeds magic, and capping at twice the mage's Magic. This is my personal preference, and sits alongside my limits on firearms.
KCKitsune
QUOTE (pbangarth @ Jan 29 2009, 12:57 PM) *
The comments on Focus Addiction got me thinking.

If an adept with the Living Focus Power sustains a spell on himself too long, does he get addicted to turning himself on?


I don't think that a Adept would gain an addiction to using his Sustain power. You have to remember that an Adept's abilities are as integral to him as slinging mojo is to a mage. It would like an Adept becoming addicted to using Increased Reflexes.

================================

QUOTE (ornot @ Jan 30 2009, 07:33 AM) *
It's been my experience that multiple IPs = teh w1n, regardless of how one gains them.

I personally restrict a mage to one spell per turn, regardless of how many IPs they have, on the grounds that one can only channel so much mana in so much time. I have thought how this could be modified to having the spells' forces accumulate over the turn, turning drain from stun to physical when the cumulative force exceeds magic, and capping at twice the mage's Magic. This is my personal preference, and sits alongside my limits on firearms.


Then you are gimping your mages because stated on pg 173 of the BBB:

QUOTE
Casting Multiple Spells: In some circumstances, a magician may seek to cast multiple spells simultaneously (including multiples of the same spell—for example, to target two different opponents with a mana bolt in the same action). Multiple spells may be cast with the same Complex Action
DireRadiant
QUOTE (toturi @ Jan 29 2009, 09:17 PM) *
I would point out that smart NPC tactics are for smart NPCs. Smart NPC tactics for dumb NPCs just encourages your players to play out of character; as a GM, you are the one the others take their cue from. Want good players? Set a good example.


Absolutely correct Toturi.

Keep in mind that simply because I point out the tools for managing PC power are available to the GM does not mean I advocate that that be used all the time. It is the GM's job to apply the rules and game world in a way to make it fun for everyone.
ornot
QUOTE (KCKitsune @ Jan 30 2009, 03:09 PM) *
Then you are gimping your mages because stated on pg 173 of the BBB:


Perhaps, but as it's a houserule, I don't see how the BBB comes into it.

I instituted the rule (along with a similar one that can be found elsewhere) intentionally, to make IP boosts less of a must have. It works well in my game.
KCKitsune
QUOTE (ornot @ Jan 30 2009, 10:29 AM) *
Perhaps, but as it's a houserule, I don't see how the BBB comes into it.

I instituted the rule (along with a similar one that can be found elsewhere) intentionally, to make IP boosts less of a must have. It works well in my game.


The reason I brought this up is that you can have a mage cast two spells with the same complex action. I post of yours that I was responding to was that you only allowed mages to cast only one spell per turn... here's what you said:

QUOTE (ornot @ Jan 30 2009, 07:33 AM) *
...SNIP...
I personally restrict a mage to one spell per turn, regardless of how many IPs they have, on the grounds that one can only channel so much mana in so much time. ...SNIP...


The BBB allows you to cast as many spells per turn as you are will to split your dice pool.
==================================

QUOTE (Aiolos Turin @ Jan 30 2009, 02:59 AM) *
Not nearly as many drawbacks?

Wired Reflexes 3 costs 5 essence.

5 ESSENCE.

Goodbye to any other cyberware, which makes or breaks a street sammy.
The Mage? He's free to always improve everything, as its nothing permanent.


A synaptic booster 3 only takes up 1.5 Essence. Sure it costs you an arm and a leg, but hey it's only money.
ornot
I'm sorry KCKitsune. I thought I'd been sufficiently clear that my restriction of spell casting was a houserule, hence anything the BBB might happen to say is irrelevant.

I'm fully aware that mages with IP boosts can cast several spells in one IP if they split their dice pool, and can cast spells on each IP with their full dice pool by RAW. I felt that this, among other things, made IP boosts too potent, and have houseruled to address this.
InfinityzeN
All your BBB are belong to me, someone set us up the bomb.

Houserules in a game always trump any mention of the BBB.

And RAW to me is "Rules At Whim", since every player I have ever seen make a big issue out of them the way some people on here do was a power gaming spif or other pain that got kicked out of the game for making it un-fun for everyone else. That is all...
Pendaric
It it warms my cynical heart to see the old arguments come up again. Street sam vs adept, magic vs cyber.

B-A-L-A-N-C-E

Everyone then gets to play their characters and have fun. For every action there is a counter action ergo balance.

I have seen the most effective charater in the game be the one with a single action because the rest of the team played their part.
The Jake
QUOTE (Aiolos Turin @ Jan 30 2009, 07:59 AM) *
Not nearly as many drawbacks?

Wired Reflexes 3 costs 5 essence.

5 ESSENCE.

Goodbye to any other cyberware, which makes or breaks a street sammy.
The Mage? He's free to always improve everything, as its nothing permanent.


I have two words:

Boo.
Hoo.

Do you understand how a magician or adept gains more power? To increase their magic, they have to spend karma. Period. They either pay karma to initiate or they pay karma to bind a focus (and risk focii theft, focii addiction, etc). No other options exist.

Now, let me just point out the options mundanes have, all without drawbacks, requiring zero karma to get far more abilities than a magician.

Alphaware/Betaware/Deltagrade implant options, Cybermancy if you feel brave,
Cybersuites,
Adapsin.

That alone, ignoring qualities, can make you a nightmare to almost any living being (mundane or not) in the game. As a cyberzombie with the right qualities you can have an ungodly amount of implants and laugh at gunfire and eat spirits for breakfast. Spells will practically bounce off you as you laugh and crush the skull of the magician caster in your bare hands.

Now let me point out all the initiative booster options off the top of my head:
Wired Reflex 1/2/3,
MBW 1/2/3,
Synaptic Boosters 1/2/3

MBW gives you dodge bonuses, higher reaction, even higher initiative BUT WAIT, that's not all - you also get skill wires for free!

Oh and these can be modified to prevent being hacked, which is about the only drawback you have mind you. Bioware I don't think can even BE hacked by RAW (not sure on that).

As a mundane you have two limitations in game which hold you back in terms of your augmentation options:
1) nuyen
2) availability.

That's it - and both of them depend on the generosity of your GM.

If you're smart and pick the right qualities at character creation, seriously, odds are you will be kicking ass and taking names all day long, for the entire campaign, long before the magicians are doing anything apporaching the same degree of power (unless they are min-maxed up the wazoo and very, very specialised - like summoning houngans or some shit).

- J.

Sir_Psycho
3) Essence.
The Jake
QUOTE (Sir_Psycho @ Jan 31 2009, 06:48 AM) *
3) Essence.


No.

Yes, it is true you have 6 essence base and that may sound trivial. But when you factor in positive qualities, adapsin, cybermancy, cybersuites - really - you can have something like 20+ essence worth of cyberware and still have room for movement (I haven't done the sums but I know others who have). Yes I am deadly serious.

But 12 points of magic = 12 points of magic. There is no comparative compression/optimisation options for magicians. The closest option is for karma. But to reach comparitive levels I would still need karma to initiate and karma to buy a focus.

- J.
Maelstrome
QUOTE (Sir_Psycho @ Jan 31 2009, 06:48 AM) *
3) Essence.


what is essence really needed for as a mundane?
Adarael
The amount of time you can go spending your yen on hookers and blow before you die of organ failure.

Or wading through toxic waste and radiation, I guess. Whichever you prefer.
Maelstrome
i think ill take the blow and hookers but the toxic radioactive sludge is a close second.
Glyph
QUOTE (Maelstrome @ Jan 31 2009, 01:24 AM) *
what is essence really needed for as a mundane?

It acts as a limiter to how much cyber/bio stuff you can put in your character. As The Jake pointed out, there are ways to really stretch it out. The previously mentioned two items (nuyen and availability) are more limiting, but it really depends on the game. The mundane edge assumes a high nuyen/low Karma game, and it could just as easily be the opposite of that.

The "unlimited" cap on Magic is something that will only matter in really long-running or high-powered campaigns. It still bugs me, though, because it jars with the rest of the game. I would cap it a bit higher than some of the house rules I have seen here, but I would cap it, myself. Metahumans should have a hard limit to how much Magic they can channel. Even great dragons and IEs should have limits, even if they are a bit higher than the "normal" ones.
Maelstrome
QUOTE (Glyph @ Jan 31 2009, 07:40 AM) *
It acts as a limiter to how much cyber/bio stuff you can put in your character. As The Jake pointed out, there are ways to really stretch it out. The previously mentioned two items (nuyen and availability) are more limiting, but it really depends on the game. The mundane edge assumes a high nuyen/low Karma game, and it could just as easily be the opposite of that.

The "unlimited" cap on Magic is something that will only matter in really long-running or high-powered campaigns. It still bugs me, though, because it jars with the rest of the game. I would cap it a bit higher than some of the house rules I have seen here, but I would cap it, myself. Metahumans should have a hard limit to how much Magic they can channel. Even great dragons and IEs should have limits, even if they are a bit higher than the "normal" ones.


i ment keeping your essence.

my buzz is gone now. back to normal existence.
Fuchs
I think it says enough that any specialist build is an awakened character these days.
Also, all the cyberware and bioware mentioned is available for awakened characters too. They may not be able to stuff themselves full of it to the hilt, but if the mundanes can have all that expensive cyber, then the adepts can cherry pick the stuff they want, and top it off with magic.
The Jake
QUOTE (Glyph @ Jan 31 2009, 07:40 AM) *
It acts as a limiter to how much cyber/bio stuff you can put in your character. As The Jake pointed out, there are ways to really stretch it out. The previously mentioned two items (nuyen and availability) are more limiting, but it really depends on the game. The mundane edge assumes a high nuyen/low Karma game, and it could just as easily be the opposite of that.

The "unlimited" cap on Magic is something that will only matter in really long-running or high-powered campaigns. It still bugs me, though, because it jars with the rest of the game. I would cap it a bit higher than some of the house rules I have seen here, but I would cap it, myself. Metahumans should have a hard limit to how much Magic they can channel. Even great dragons and IEs should have limits, even if they are a bit higher than the "normal" ones.


I have NFI where the fuck this "unlimited" rule or notion came from. I believe it was from earlier editions (in which it was true). But I can assure you this is not the case in SR4. It really bothers me so I actually looked this up to find the exact page/reference/quote.

Let me spell this out:

QUOTE
A character’s initiate grade cannot exceed her Magic attribute.
If a character’s Magic is reduced below her initiate grade, she loses
that level of initiation and the metamagic she gained with it.

Quoted from BBB, p. 189

In other words, the maximum you can initiate to is 6, making your highest magic attribute (excluding the use of focii) a 12 (6 for essence + 6 for initiation). There used to be tricks in previous editions using Essence drain to pump up Magic but those days are gone (at least from my reading of the rules although I might be missing something).

Trust me when I say this. Mages definitely do NOT have 'unlimited' Magic potential.

That doesn't account for the fact that once you initiate you have to pay the karma cost of initiation AND increasing the attribute. The fact you have to undergo a ritual or quest of some sort *every* *time* you initiate.

You have none of that as a mundane. You find a surgeon. You pay the nuyen. You undergo the surgery. You're done.

That. Is. It (unless you are using transgenics, cybermancy or optional rules).

Don't get me wrong, I'm not saying one is more powerful than the other but even if magic WAS more powerful than cyber/bio (which is highly debatable) then it is because they bloody well deserve it.

There is far more options for player's to increase the amount of nuyen on their character than they can to accumulate karma. In every game of SR I have either ran or played, it is far, far easier to accumulate nuyen over karma. I have been playing/running this game in some form or another since 1989 so I feel somewhat confident in saying that. Even if an astute GM wanted to monitor this situation and maintain a strict balance, he can't alter this predicament without seriously railroading his players and his campaign.

E.g.
Imagine you're a player and want to make serious nuyen to bankroll a new implant/facility/vehicle/whatever. You plan the job meticuluously and the GM just constantly undermines you with random "obstacles" making it feel like your every attempt to earn extra money is being under-mined. Or alternatively, you complete the job and he just keeps throwing random "unfortunate accidents" your way just to deplete your credstick. That sort of behaviour devalues your efforts as a player and makes one feel powerless. It also really ruins the fun of the game and can burn players real fast.

I'm not saying a GM can't put in obstacles between a player and his nuyen (hey its the GMs job!). But I am saying he can't take the nuyen from that player after the fact or withhold him from it indefinitely without seriously undermining the player's efforts (especially if that player has his heart set on it). This is why I'm a fan of optional rules that allow nuyen:karma conversion (for magic using characters at least).

- J.
Tomothy
The Jake: Your initiation grade cannot be higher than your magic, but when you initiate it gives you +1 to your max magic. So if want to initiate past level 6 all you have to do is increase your magic by 1. This can go on indefinitely.

I think initiate grade 6 is as good a place as any to cap it though.
The Jake
QUOTE (Tomothy @ Jan 31 2009, 02:06 PM) *
The Jake: Your initiation grade cannot be higher than your magic, but when you initiate it gives you +1 to your max magic. So if want to initiate past level 6 all you have to do is increase your magic by 1. This can go on indefinitely.

I think initiate grade 6 is as good a place as any to cap it though.


I see what you mean.

I simply interpreted it that the (starting) absolute Magic rating at character creation is what caps your Initiate grade. I interpreted this because there were now skill caps as well (when they didn't exist previously) so I thought they were looking at capping Magic along with skills.

I can see how that interpretation could be construed but I'm quietly confident that's not what was intended (unless one of the writer's wants to jump in and correct me - at which point I'll happily eat my hat).

To be honest, I'd be perfectly fine with allowing magicians to have a nigh-infinite Magic rating.

To paint a picture, I played a character on/off for around 7 years and the highest he got to was a natural Magic of 9 (excluding a power focus) and he also had something like 2-3 essence points of deltagrade cyberware/bioware with that. And this character was a generalist and skill monkey - definitely not a min-maxed magician.

Even with this most favorable interpretation of yours, you'll find the karma costs for for increasing the Magic attribute of a magician really steep. The reality is even if you throw karma at a character like confetti (like we did back then too) and even if you allow nuyen:karma conversion (like we house ruled back then) you invariably find that players want to spend their karma in other areas anyway and so the whole thing does balance itself out reasonably well.

This is why I maintain that - if anything - cyberware/bioware is far too powerful for starting characters as it is by RAW, especially if you allow the Positive Qualities in Augmentation. The reason I say that is that you can do a lot more a lot earlier than a magician. Not that I care or prevent this mind you. My experience has been that this really does come out in the wash in the end.

- J.
Sir_Psycho
QUOTE (Maelstrome @ Jan 31 2009, 03:24 AM) *
what is essence really needed for as a mundane?

It won't come up very often, but if you're the archetypal 0.01 Essence Street Samurai, you really don't want to go near anything with the essence drain power.
The Jake
Let me give you a quick example:
35 build points I can buy 'Type O System' and 'Adept' which effectively gives me access to Delta grade bioware at no additional cost and Magic abilities.

For a 'Negative' Quality, I can take 'In Debt' up to 30. That gives me an extra 150,000 nuyen and I can add that ontop of the maximum 250,000 nuyen I started with (because I maxed out nuyen at chargen and believe me, you really don't need to with this example).

That's 400,000 for half essence cost items (assuming availability rules apply) and if I decide not to use all that Essence, I can put the remainder towards Adept powers.
EDITED: Sorry, forgot its 50BP max for gear.

If I don't even give a shit about Adept abilities, trade that 5BP Adept quality for Restricted Gear and choose your favorite piece of bioware/cyberware/gear/whatever with an Availability up to 20.

Please even TRY and build a magician with standard rules that will even come CLOSE to that. You can build something to kick ass, but I can assure you that it will be heavily min-maxed and bordering a one trick pony. The mundane example I've given allows plenty of wriggle room as I haven't even touched attributes and skills.

- J.
Tomothy
I've found mage's specialising in summoning can be reasonably versatile while still kicking some serious ass.

Need info? Search. Need stealth? Conceal. Need social? Influence. Need assist? Confuse. Need buffs? Innate spells. Need combat? Got spirits! And that's just the Spirit of Man (though I'd use a different Spirit for Combat).
Pendaric
Very impressive. Now show me a mundane that can kill you in seconds with no more than act of will and a few words from the other side of the planet.

A full magicain and a spirit can do this.

Yes a mudane cyber monster can be sick and power gamed. So can a full magicain by being a full magicain.

You seem to have had a bad experience in your gaming life that has tainted your opionion and perhapes you prefer awakened characters. The latter is fine. The former needs to be addressed, this is a game and if everyone playing is mature and interested in playing a balanced game there is no reason to become vitriolic.

A little perspective.
Tiger Eyes
QUOTE (The Jake @ Jan 31 2009, 09:21 AM) *
I simply interpreted it that the (starting) absolute Magic rating at character creation is what caps your Initiate grade. I interpreted this because there were now skill caps as well (when they didn't exist previously) so I thought they were looking at capping Magic along with skills.

I can see how that interpretation could be construed but I'm quietly confident that's not what was intended (unless one of the writer's wants to jump in and correct me - at which point I'll happily eat my hat).


Not that I believe you should eat your hat - unless of course it is a hat made of chocolate chip cookies - but there is no "hard" cap for magic rating. Individual GMs can, of course, institute any cap they'd like. But per the rules, a magician/adept can continue to increase their magic and Initiate grade as long as they have the karma to spend and their GM's permission.

I don't know about other games, but my GM makes it increasingly difficult to initiate, starting around grade 4. Spirit Mentors start requiring a magician to perform some task - which can involve a run (or runs) that involve the entire group, or stretch out across multiple campaigns. Magic groups will require something challenging and almost impossible - and often the magician/adept must pay karma to learn some new skills first (ie, our current Shaman has to make a hand-carved wooden mask before her Magic Group will let her initiate to level 4. She has to learn an artisian-wood carving skill to level 3 to do that. For level 5, she has to make and bind a foci, which requires several other skills she doesn't have... plus she'll have to do a metaplanar trip and get her Mentor Spirit to agree to the initiation. And the foci has to stay at the magical group's lodge, so she can't even use it). Free spirits who promise to help in return for... something (generally something that has a high likelyhood of getting the magician and friends killed). And even after all that, he's been known to set up challenges in the metaplanes that the magician can't pass (or actually, could pass if the player could figure out the key, but that's a different story).

Now, he makes it (relatively) simple for the street sam to find a delta clinic and get some deltaware synaptic boosters... *grumble grumble*

QUOTE
Even with this most favorable interpretation of yours, you'll find the karma costs for for increasing the Magic attribute of a magician really steep. The reality is even if you throw karma at a character like confetti (like we did back then too) and even if you allow nuyen:karma conversion (like we house ruled back then) you invariably find that players want to spend their karma in other areas anyway and so the whole thing does balance itself out reasonably well.


Yeah, that's the whole point. Do you continue to sink that karma into initiation and increasing your magic grade, or start buying skills, learning spells, getting foci, improving attributes, etc, etc... At some point, in my game, the Awakened characters have always reached that point of diminishing returns. "Oh, I could get my Magic to 12... or I could get three new skills at rating 4... hm..." In the last ten years, I can only think of 1 PC Adept who took his magic above 9. Adepts, with powerpoints tied to magic rating, are a bit more likely to raise it high. Most of the Magicians in my group rarely go above Magic 7.

[note that my GM delights in sending NPCs against us who have much higher magic than that. Sometimes they're even on our side... and sometimes we run away screaming like little girls] wink.gif
Jaid
QUOTE (Sir_Psycho @ Jan 31 2009, 09:24 AM) *
It won't come up very often, but if you're the archetypal 0.01 Essence Street Samurai, you really don't want to go near anything with the essence drain power.

whereas the magicians in your game are eagerly jumping into melee combat with said essence draining critters so they can lose all their magic?

essence drain requires that you already have been subdued, for one minute. if you've been subdued for one minute, i don't care *what* archetype you are, you could have been dead 57 seconds ago.

[edit] in fact, the 0.01 essence street sam likely is more safe from essence drain than the magician, because just about anything that can essence drain can also assense, and will know that draining the sam will only get them 0.01 essence... not even really worth the time, i would say [/edit]
Mäx
QUOTE (The Jake @ Jan 31 2009, 04:36 PM) *
For a 'Negative' Quality, I can take 'In Debt' up to 30. That gives me an extra 150,000 nuyen

No, that only gives you 30k nuyen
QUOTE (Rc page 105 desricption of In depht)
For every 5 BP taken, the character
receives an extra 5,000Â¥ at character creation
Glyph
QUOTE (Tiger Eyes @ Jan 31 2009, 10:58 AM) *
[note that my GM delights in sending NPCs against us who have much higher magic than that. Sometimes they're even on our side... and sometimes we run away screaming like little girls] wink.gif

That's the area where you will see the most abuse of "unlimited" Magic progression, the cheesy NPCs. I said it in my first post on the topic, but I'll repeat it - in most campaigns, the theoretical unlimited potential of Magic won't really come up, but I still hate it, because capping everything else, but leaving Magic and Resonance wide open like that, creates a jarring discontinuity in both the game mechanics and the game world.

Personally, I would leave the mechanics for Magic or Resonance improvement the same, but cap Initiation/Submersion at either Rating: 6 or Rating: 9 (haven't made up my mind yet). Great dragons and immortal elves would be capped, too, although higher (12), making them more powerful, but not DBZ-level. I would probably cap spirit Force (for summoning one) at 12, too, saying that the only spirits over Force: 12 are free spirits.
The Jake
QUOTE (Mäx @ Jan 31 2009, 07:58 PM) *
No, that only gives you 30k nuyen


Blast it. Thanks for pointing this out. Don't I feel like a retard.

QUOTE (Pendaric @ Jan 31 2009, 02:59 PM) *
Very impressive. Now show me a mundane that can kill you in seconds with no more than act of will and a few words from the other side of the planet.

A full magicain and a spirit can do this.


Heck if you want to split hairs, you don't even need a spirit to do this.

QUOTE
Yes a mudane cyber monster can be sick and power gamed. So can a full magicain by being a full magicain.

You seem to have had a bad experience in your gaming life that has tainted your opionion and perhapes you prefer awakened characters. The latter is fine. The former needs to be addressed, this is a game and if everyone playing is mature and interested in playing a balanced game there is no reason to become vitriolic.

A little perspective.


Not at all. On the contrary, I'd say I've been blessed with the good fortune to play under good GMs and run games for good players that have always understood the distinction between magic and tech and that one is neither more powerful than the other.

QUOTE (Glyph @ Jan 31 2009, 08:48 PM) *
That's the area where you will see the most abuse of "unlimited" Magic progression, the cheesy NPCs. I said it in my first post on the topic, but I'll repeat it - in most campaigns, the theoretical unlimited potential of Magic won't really come up, but I still hate it, because capping everything else, but leaving Magic and Resonance wide open like that, creates a jarring discontinuity in both the game mechanics and the game world.


I think the issue there is more to do with GMs throwing uber powerful NPCs your way than anything to do with a theoretical infinite attribute.

Even if one does find this annoying, bear in mind that the game is very heavily skewed in favor of mundanes at character creation and I think the evidence presented clearly supports that (or at least cyber-adepts). You get such a leapfrog ahead in ware that comparitively it takes a very long time for a magician to catch up and most campaigns don't even go to that length anyway.

Even anecdotally, Tiger Eye's post proves my point. Speaking of which, I need to find a hat to chew. Excuse me...

- J.
toturi
QUOTE (Glyph @ Feb 1 2009, 04:48 AM) *
That's the area where you will see the most abuse of "unlimited" Magic progression, the cheesy NPCs. I said it in my first post on the topic, but I'll repeat it - in most campaigns, the theoretical unlimited potential of Magic won't really come up, but I still hate it, because capping everything else, but leaving Magic and Resonance wide open like that, creates a jarring discontinuity in both the game mechanics and the game world.

Actually this is often true of most "boss" NPCs. I find that I have to restrain myself from applying all the cheese into an NPC. But this is not limited to only the Magic NPCs, although the unlimited aspect does lend itself to (ab)use by the GM.
Jaid
QUOTE (Pendaric @ Jan 31 2009, 09:59 AM) *
Very impressive. Now show me a mundane that can kill you in seconds with no more than act of will and a few words from the other side of the planet.


bob the completely untrained moron with no skills, but owns a drone with a hunting rifle mounted on it (and a targeting autosoft).

what? you asked for it smile.gif
raggedhalo
QUOTE (The Jake @ Jan 31 2009, 10:36 AM) *
For a 'Negative' Quality, I can take 'In Debt' up to 30. That gives me an extra 150,000 nuyen

No, it gives you an extra 30,000 nuyen unless you're houseruling...
Pendaric
QUOTE (Jaid @ Feb 1 2009, 02:16 PM) *
bob the completely untrained moron with no skills, but owns a drone with a hunting rifle mounted on it (and a targeting autosoft).

what? you asked for it smile.gif


Tsk SR4 perhapes, in SR3 you would not have the flux range. Plus show me the drone with the actual range to get to the other side of the planet. An oft forgot dynamic tis fuel. wobble.gif

The game is balanced ultimately by the players of said game. The different types of characters have different strengths but play style define the parameters of 'power'.

What defines an acceptable in game effect is the type of game you all want play. The default RAW defines acceptable is laughable. Its a guideline no more. An attitude of "the RAW says so there ref," is juvenial.
A "is that ok if not lets discuss what will make for the best game." everyone gets to have fun.

We all have been playing long enough to know whatever the rules allow can be balanced by style of play and a cooperative mature attitude in everyone in the group.
Glyph
QUOTE (Pendaric @ Feb 1 2009, 02:34 PM) *
What defines an acceptable in game effect is the type of game you all want play. The default RAW defines acceptable is laughable. Its a guideline no more. An attitude of "the RAW says so there ref," is juvenial.
A "is that ok if not lets discuss what will make for the best game." everyone gets to have fun.

We all have been playing long enough to know whatever the rules allow can be balanced by style of play and a cooperative mature attitude in everyone in the group.

Now that I agree on. You can make barely effective, or brutally overpowering, characters for both awakened and mundane builds. The balance between a mage and a sammie is no more important than the balance between a sammie and a rigger, or hacker, or face. Above and beyond the rules, the GM needs to set some general expectations.

400 BP is best for creating veteran runners who may not be best of the best, but who are definitely within sight of that goal. But you can create beginning runners, or world-class runners, with 400 BP, too. The strength of an open build system is also its weakness - being able to create nearly any type of character means that the group needs to get together to hash out the general expectations and overall power level. Otherwise, you could have characters who differ too much, in power level and niche (Barrens rat vs. corporate jet-setter) to be able to function as a cohesive team.
Jaid
QUOTE (Pendaric @ Feb 1 2009, 03:34 PM) *
Tsk SR4 perhapes, in SR3 you would not have the flux range. Plus show me the drone with the actual range to get to the other side of the planet. An oft forgot dynamic tis fuel. wobble.gif

SR3 had satellite transmissions too, iirc.

and you only have to get the drone there if it wasn't already there. if you ship it there, or leave it there while you go elsewhere, the drone can be well within it's fuel range. yes, it does require a bit more preparation. it still works, though. alternately, you can simply pay someone who is on the other side of the world to kill someone. it's kinda what the setting is all about, really (not so much the killing, as the fact that you can pay someone on the other side of the world to do your dirty work for you)

QUOTE
The game is balanced ultimately by the players of said game. The different types of characters have different strengths but play style define the parameters of 'power'.

What defines an acceptable in game effect is the type of game you all want play. The default RAW defines acceptable is laughable. Its a guideline no more. An attitude of "the RAW says so there ref," is juvenial.
A "is that ok if not lets discuss what will make for the best game." everyone gets to have fun.

We all have been playing long enough to know whatever the rules allow can be balanced by style of play and a cooperative mature attitude in everyone in the group.

this i can agree with, however.
RedeemerofOgar
QUOTE (raggedhalo @ Jan 29 2009, 06:37 AM) *
The magician in my group decided to always have a Force 3 Health Spell Sustaining Focus active, containing a Force 3 Improve Reflexes spell with three hits, adding 2IPs. So now he has a Mild Focus Addiction (Street Magic). If he keeps it up for three more sessions, it'll go to Moderate, and so on.


I do hope you're doing the same thing to your Street Samurai who always have their Wired Reflexes active. Think back - when was the last time you heard one of your players say "I deactivate my Wires?" Not that even if you did, it would be much of a palliative to the mage, since for some reason Focus Addiction was designed to be about 10 times worse in game effect than every other addiction in the system - you'd be better off having a Serious addiction to a drug than a Mild Focus Addiction by the rules as written. Nothing says to the Mage "you suck at this game" like giving him a negative Drain Test modifier.
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