QUOTE (Mikado @ Mar 18 2009, 11:11 PM)
No... I see no reason. I was using a mechanic already in the book. Dual casting... Split your dice pool and cast two spells at +1 drain to each spell per spell cast. I chose 1/2 magic as a base because it puts a significant restriction on very powerful spells. I was also thinking of adding a metamagic to allow a mage to hit additional targets up to grade without increasing drain. It would work best when combined with the SR4 version or drain instead of the SR4A version.
I am on your side when it comes to the magic debate... However, I don't mind compromising when it comes to making the game better.
Sorry, it just seems like posts are coming out of the woodwork with dozens of new ways to nerf mages.
As for your idea, half magic is very drastic in my opinion. And adding drain for each extra target only makes it worse.
I also don't think it's necessary.
QUOTE (Mikado @ Mar 18 2009, 11:11 PM)
Why are direct Damage spells so good? Simple... At least from a SR1 standpoint when it was harder for a mage to get multiple passes. I cast once per turn, I fry one person... A street Sam shoots multiple times per action and gets multiple turns and fries 2, 3 or more targets. That was the balance then. Things have changed. Now the mindset for the game is that everyone needs multiple passes and anyone who only has one is worthless.
I just don't see the need for that kind of "balance" in that particular example (street sam vs. mage), unlike many people I don't actually disparage D&D 4E for the current balance it has. But when I want to play that game, I'll play that game.
What's always attracted me to shadowrun is that characters/character development has an organic "real world" feel to it, allowing characters to learn a variety of skills/abilities outside of their archtype.
QUOTE (Mikado @ Mar 18 2009, 11:11 PM)
Mages have 10x the amount of tricks than any other character. A fact everyone seems to forget. "Quick, we need to get off this rooftop cast levitate on us!" or "We are being overrun bring out your elementals!" or... I think everyone gets my point.
You don't think the karma costs for a mage are enough to balance that out?
I know karmagen is very popular with some crowds, but no one I play with uses it. It's all BP generation.
And no mage can do it all when they first start out.
QUOTE (Mikado @ Mar 18 2009, 11:11 PM)
I play mages almost exclusively. I never had a mage with Improved Reflexes. You want mages to be back to the way they where... Say mages can only cast one spell per initiative turn (not pass) no matter how many passes they have and put everything else back to the way it was.
Well I personally don't have a problem with it.
However, maybe as a houserule you could add a cumulative -1 or -2 to the mages spellcasting dice pool for each spell cast in the same combat turn.
QUOTE (Mikado @ Mar 18 2009, 11:11 PM)
And this is why my post count is so low... I try to avoid these arguments...
Nah, keep posting my friend. You make some good points.
These kinds of dialogues are the heart of "working things out". It's how things improve.