QUOTE (Zurai @ Apr 5 2009, 02:54 PM)
No, not according to Synner. According to the way he states things, the exact same illusion is perfectly noticeable when looking through a camera, but perfectly unnoticeable when looking with natural eyesight. I asked why that was, twice now, and havn't gotten an answer from him yet. Probably because it doesn't make any sense.
I would suggest that you reread my previous posts, because I did in fact answer that question. Just so there's no confusion here it goes again:
QUOTE (Synner (previous page))
It assumes that technology will pick out flaws better that the human eye (in metagame reasoning mainly because the human mind has a habit of filling in blanks and compensating for apparent discontinuities in what it expects to see - as any current day illusionist/slight-of-hand artist will be happy to point out). It also assumes that whatever analytical software or human observer (which is not factored into the equation) is behind the camera feed is constrained by the fact that they only see what the camera shows them.
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First, I was talking about this in the case of sensors actively filtering images (one possible interpretation of Synner's explanation).
I again suggest you reread my posts. I have not at any point suggested any active filtering of any sort (several other people have). I have in fact explained a couple of times now that SR4 (and not SR4A) didn't go with actively resisted Physical Illusions exactly because the illusion is autonomous of the observer (and any active filtering it might do).
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Second, I was talking about "unrealistic" illusions, which have no OR threshold because they're always automatically fake-appearing, and thus would automatically get filtered out of any self-filtering camera. I wasn't discussing the other case (viewers automagically detecting illusions when looking through a camera) with that example at all.
I believe this is where we're having a small but important disconnect, and it seems to have to do with the use of the terms real/realistic and unrealistic/fake. So let's walk through an example I hope will make this clearer.
If I cast a Physical Mask that places a clearly cartoony anthromorphic head over my features and walk into a lobby, for all that the illusion looks "unrealistic" if I get enough hits, the camera itself will register the illusion as a flawless real person with a cartoon animal head walking into the building. Now, a human looking at it would do a double take and assume it's an illusion of some sort (or a really bad SURGE), so would a security guard on the other end of the camera feed, and probably an analysis software would too. However, the operative elements here are that the illusion itself would be flawless and realistic - regardless of the fact that the chosen image is fantastic and fake enough to be a giveaway to the fact that it's an illusion.
Should I have failed to achieve the necessary OR the camera would have registered (for instance) an obviously illusory semi-transparent cartoon animal-headed individual walking into the lobby (regardless of the fantastic telltales of the chosen image itself).
Were I to attempt the same thing with an illusion of another person's face instead of the anthromorphic cartoon animal head, in the first instance, the illusion itself would have been perfectly realistic and complete and there would be no voluntary giveaways to its illusory nature. If I had, in the second instance, failed to reach the necessary OR the illusion would be visibly flawed.
Or to use the Hollywood example that's been bandied around on this thread, if the special effects magician is casting an illusion of a neon purple great dragon for the actors to interact with on the set and he fails to achieve the OR, the illusion itself will be visibly flawed and/or incomplete (hence unrealistic). This is regardless of the fact (and beside the point) that a neon purple great dragon/image is itself unrealistic. Should the staff magician accomplish the spellcasting the neon purple great dragon would look perfect and realistic, even if the image itself would be a giveaway (to most people) that something is off.
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Did you even read what I wrote? First, I was talking about this in the case of sensors actively filtering images (one possible interpretation of Synner's explanation). Second, I was talking about "unrealistic" illusions, which have no OR threshold because they're always automatically fake-appearing, and thus would automatically get filtered out of any self-filtering camera. I wasn't discussing te other case (viewers automagically detecting illusions when looking through a camera) with that example at all.
I will direct you to my post above and reiterate that at no point did I mention any filtering of images (see response to Mack's Pilot + Clearsight query). I specifically noted that Physical Illusions were devised the way they were because they function regardless of who or what is viewing them (or even if no one is viewing them). They are in fact independent of any observer, which is why the choice was made when SR4 came out to make them OR-based.
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And, anyway, I think you over-estimate the number of magicians in the world who can consistently beat OR4. You need to throw 12 dice for an average roll to get 4 successes, which is already Magic 6 + Spellcasting 6 (or 4+specialization/mentor spirit). And that's just to get an average of 4 successes, which is hardly consistent. You want to go up to 15 or 18 dice to do it consistently. To do it "in your sleep" you'd need to throw 20+ dice. Outside of Dragons, there are only a bare handful of mages that strong in the world, and I seriously, seriously doubt any of them would lower themselves to working for Hollywood. We're talking highly Initiated mages here. They'll be working as the heads of magical research divisions of AAA corps, or working for Great Dragons, or other similarly exclusive jobs. Not as the special effects grunt for the latest B-movie.
Allow me to disagree, two points:
First from my previous post: "the OR of 4 was deemed acceptable because it represents a good if not automatic chance of success for a Spellcasting dice pool of 12 (without Edge use), which is well within reach of a non-maxed out starting magician (even if it means he now has to pick up a spellcasting focus) as well as representing a steeper grade in the magic affecting technology aspects of game balance."
As I noted in one of my very first posts to this thread: A magician with Magic 4 + Spellcasting 5 needs only a Spellcasting Focus 3 to achieve a 12 dicepool and 4 successes on a regular basis, that isn't even close to an optimized build (which might include specializations, power foci, mentor bonuses, spirit assists, and several other tricks - all of which would be perfectly justified for a special effects wizard character). No one here would bat an eyelid about a samurai spending 45k on dice pool-boosting gear or picking a weapon specialization, why would a magician having to invest in a focus be any different? Yes, it does make magicians less versatile. That was partly the point.
Second, the fact that player characters and NPCs are used to having it easy when fooling sensors, doesn't mean that's the way it should be or that it reflects the setting's metaphysics. For a very long time it has been exceptionally easy for magic to augment, boost, affect, and damage technology while the opposite is definitely not true. It's a key element of the setting that Magic and Technology are diametrically opposed, and that they don't interact well (which explains the OR mechanic that has always been in the game in one form or another). The adjustments to OR were intended to reflect a rebalancing of that equation (across a number of spell categories and, contrary to what has been said in this thread, also affecting certain spirits).