Machiavelli
May 7 2009, 10:29 AM
I remember the description of this power in the last editions was like "moving obstacles out of the way, making travel easier etc", but in the current edition it is only described as "speeding up the movement rate". Is it still done the same way? And what about acting while you run or drive with speeds you usally can´t reach?
On one of our last runs we had a road-trip trough the NAN-territories and because the streets were nearly empty and no cops were around, I took a favour of one of my ghost to use this power (my char. doesn´t like long travels, wanted to reach the hotel earlier etc.). Everything was fine until we had to break. The GM told us the brakes of our care were made to handle the reachable speeds of this vehicle, not 3 or more times higher speeds. So we crashed and nearly died. Sounds plausible to me, but if you see it this way, this power would be more of an attack-form than an aid. Shouldn´t this power also include some "safety belt" that gives you e.g. the reaction to act like you would run or drive with the speed you usually could without this influence?
Psikerlord
May 7 2009, 10:47 AM
it's magic... if you want to stop, it stops you. no need for brakes.
Zormal
May 7 2009, 11:39 AM
Yes. Braking shouldn't be a problem, as the speed doesn't (seem to) increase in the physical sense. You just magically arrive earlier

Breaks should work as if you weren't going any faster than normal (with the help of the friendly spirit, of course).
Lilt
May 7 2009, 12:44 PM
If the brakes weren't designed to handle it, then you could bet the suspension, tires, and rest of the vehicle weren't designed to. You should have crashed ages ago,
if that was how the power worked.
An important thing to consider is that the power also works on humans. Humans can run at 25m/turn without making a roll, but if that is suddenly increased to 75m/turn they're doing way beyond what the human body could take. If the movement rate translated directly into speed, then a good way to avoid capture would thus be to accelerate the people following you and watch their ankles give under the extreme forces. Even if that didn't happen, they'd probably have trouble rounding the first corner.
See, the power doesn't allow anything to exert any more force than it could normally. This is probably a good thing, as otherwise using the movement power on a bullet would mean the bullet carried more kinetic energy and thus hit harder. A good way to look at it is that the movement power warps the space around the object, so that 3 meters of road are condensed into 1. No more kinetic energy is used, so no excess wear and tare is caused to the subject, and no more damage is done if someone crashes.
One thing I've noticed in the anniversary edition is that they've put a cap on the effectiveness of the movement power on high-body subjects. The speed boost is halved on targets with a body above the creature's magic attribute, and doesn't work if it's greater than double the creature's magic attribute. This means no force 2 spirits revolutionizing the travel industry, as most vehicles that can carry people have a body >4.
Okay, so there's the dodge scoot, but if you can afford a spirit then you can probably afford a vehicle twice the speed. Now I want to play an italian mage who goes everywhere at speed of 240m/turn on a spirit-accelerated dodge scoot (that's 178 miles per hour, 288 km per hour). I can hear it now: "cH
AO
w" (The Doppler effect as a trendy mage says 'Ciao' from a very fast scooter)
(if you don't get it,
watch Eddie Izzard)
paws2sky
May 7 2009, 01:22 PM
QUOTE (Lilt @ May 7 2009, 08:44 AM)

(
if you don't get it, watch Eddie Izzard)
Fixed. Just watch Eddie Izzard. You really don't need a reason.
As for the movement power thing, I prefer the older description that talks about facilitating movement, rather than speeding you up. Honestly, it probably ought to be a combination of both...
-paws
Dragnar
May 7 2009, 03:58 PM
QUOTE (Lilt @ May 7 2009, 02:44 PM)

..., so that 3 meters of road are condensed into 3. ...
Not an awfully high-powered spirit you're using there, buddy.

I agree with that explanation of the power, though. It changes nothing else apart from the speed. It never has you needing to make reaction roll not to run into a wall, it doesn't destroy the stuff you accelerate and it doesn't have to comply to the laws of physics.
pbangarth
May 7 2009, 03:58 PM
Some observations:
1) If the Movement power were about 'facilitating movement' or 'warping space' rather than speeding the object of the spell, then the modifications in SR4A would make no sense, as they are related to the mass of the object. Altering the environment as you suggest, rather than the object, would not be affected by the mass of the object.
2) Altering the environment would facilitate movement for all others in the environment, eg. the car beside you, the bird flying overhead, the pedestrian madly trying to dodge out of the way of a car approaching at the equivalent of 400 km/h. If the 'environment' is defined narrowly to be that space occupied by the object of the spell, in order to avoid encompassing others nearby, then we return to the dangers and effects noted by the OP.
3) Warping space or otherwise altering the environment would be an effect that requires far more mojo than speeding up a car or a person.
4) It is quite possible to desing an implant that is too strong/fast for the person into whom it is placed, and have that implant rip itself out when exerted beyond the 'specifications' of the person. Magic can be overdone as well.
The Movement power of a spirit derives from its own ability to manipulate mana and move itself around in space, whether physical or astral. That personal ability includes the ability to slow down, which must be an artifact of its ability to control the flow of magic through it. If the Movement power is extended to an object such as a car or a person, the ability to control that power does not necessarily extend to the object of the power, especially if it is an inanimate, unthinking object such as a vehicle. Maybe a person could control the power with which he was imbued, but if it is not a natural power to him, why should he be able to control it? And how would he be able to mentally/astrally slow the vehicle if it is the vehicle that had been sped up?
Now, if the spirit from which the power derived is canny enough to act (perhaps under a standing order from the summoner) to keep the sped object from going too fast in certain situations, then the object is freed from having to save itself, but otherwise brakes and legs are all they have, along with the stresses of travelling beyond the limits of their 'design'.
crizh
May 7 2009, 04:22 PM
Can I just chime in here to point out that the SR4A Movement rules are moronic.
Only Air and Task Spirits of Materialization Traditions can use Movement upon themselves effectively. Every other type of Spirit has a Body that exceeds it's Force and is therefore limited to F/2.
Additionally a Force 5 Spirit cannot use Movement on a Body 12 Troll but everything is just fine if the Troll is riding a Dodge Scoot.
I can't help feeling that this particular Nerf didn't get a lot of play-testing.
Personally I would have gone with a version of the Levitate mechanics...
Dragnar
May 7 2009, 04:28 PM
While the SR4A version is nerfed into uselessnes, the SR4 variant was hillariously powerfull and made even less sense. I mean, taking a ship from one continent to another costs, what, a quarter million bucks, but no one ever thought about industrialising the movement power, and paying a few thousand NuYen for greatly speeding the whole thing up?
Hell, a luxury sportscar wouldn't be the one with the strongest engine, it would be the one sold with a monthly contract for new spirit deliveries to make it break the sound barrier.
crizh
May 7 2009, 04:34 PM
Don't get me wrong, I agree that it needed a change but what it needed was a well thought out change that actually fixed the problem.
Not some half-assed bodge that never saw play-testing.
Something based on mass would have made the most sense although some sort of bodge would still have to be created to estimate the mass of vehicles.
pbangarth
May 7 2009, 04:38 PM
QUOTE (crizh @ May 7 2009, 10:34 AM)

Something based on mass would have made the most sense although some sort of bodge would still have to be created to estimate the mass of vehicles.
Yes, something like:
1 Vehicle BOD= X kilograms
1 Creature BOD = Y kilograms
and:
A spirit can Move Z kilograms per Force
crizh
May 7 2009, 04:46 PM
Can you tell that my favourite RPG supplement of all time is TNE: Fire, Fusion and Steel?
Zen Shooter01
May 7 2009, 05:25 PM
It's magic. It works because it works. It does not obey or even recognize the laws of physics.
The OP's GM performed one of the classic bad gamemastering stunts, which is to take a power meant to be beneficial, and throw in a rotten easter egg like "Yes, you travel much faster, but...the brakes can't stop you at those speeds! Kee-Rash!" If that were in fact the case, don't you suppose that the magician, having studied spirits and conjuring, would know it? Yes, the Movement power was broken before SR4A, because, as written, it would ludicrously revolutionize naval warfare, to name just one field. Every aircraft carrier would have a magician on board. But the thing to do with a broken rule is fix it, not try to cancel it out with some downside effect like the brakes not being able to stop the car.
Lilt
May 7 2009, 05:27 PM
QUOTE (Dragnar @ May 7 2009, 04:58 PM)

Not an awfully high-powered spirit you're using there, buddy.

Lol, oops. It's better than the first spirit I had, however, which condensed 1 meter into 3

Facilitating movement works if you're moving across country or something, where there are lots of obstacles and bumps that you could naturally move faster over if it was sorted-out for you. I don't see that explanation as cutting it, however, when you're speeding down a freeway or desert road.
@pbangarth: Actually, they do sort-of make sense if you think about it. Space warped one way is also warped the other. If the actual effect is making the subject's strides 3 times longer, which makes the road seem 3 times shorter.
I also do agree that there are some limitations, as attempting to move around town on a scooter at 240 m/ct would probably result in a crash. Although my description of the movement power would mean that was only a speed 60 crash, there'd probably be a crash and the scooter would probably be damaged.
As for weights and movement speeds:
I see no real problems in air and task spirits being faster, they almost certainly should be faster than earth spirits, although I agree there's a lack of scale.
I do like the idea of using levitate-like mechanics, although because most things don't list weight it'd largely mean every use of the power would come down to a GM's call.
Zormal
May 7 2009, 05:31 PM
True, Movement doesn't warp space. This is even stated explicitly @ Street Magic p.159 - "Sorcery Cannot Alter the Fabric of the Space/Time Continuum". Okay, spirit powers are not sorcery, but I would think it applies.
Still... The movement power doesn't make you speed up in the physical sense. This has been discussed many times, for example
here and
here. To put it short, you gain the advantage of more speed without any of the adverse side effects.
Psikerlord
May 8 2009, 10:23 AM
the enhanced (or slowed too) movement should probably have a time limit, like number of turns or hours or something equal to force. That would limit it's usefulness a bit too.
pbangarth
May 8 2009, 04:28 PM
OK, so the general consensus here is that there is no down side to the Movement power. This is too bad, 'cause I wanted to have some fun with it. But OK.
So, what still bothers me though, is something like the following scenario.
My possession tradition mage wants to make a deal with a local biker gang leader. The mage's part of the bargain is to guarantee the biker that his hog will be the fastest in the city for a year and a day. (Bike possessed by a long-term-bound spirit with movement power). As long as the bike is driven just a little bit faster than anybody else's, it should appear to be the driver and a hot bike, nothing more. He should win a lot of races and cash and prestige. Then at the end he sells the bike to someone who thinks he can do the same. Nobody is ever the wiser.
The problem comes if the biker decides to let loose, despite the warnings of the mage. So there is a bike going hundreds of kilometers an hour. And he tries to turn a corner. Surely there should be some problem for the biker that the 'no negative side effects' Movement power doesn't protect him from. Biker can't manage the speed. The rubber tires get ripped off by the G-forces. (Yeah, yeah, I know this one has been shouted down already, but I figured the mage could beef up the price by saying the possessed bike would have a stronger Body and Armour.) Something!
Help me out here.
DireRadiant
May 8 2009, 04:42 PM
Just tell the spirit to do that. Define conditions under which the Movement power is used or not used, or turned off suddenly.
Zormal
May 8 2009, 05:42 PM
Or combine Movement with a conditional Accident
pbangarth
May 8 2009, 06:19 PM
I don't actually want anything to happen to the biker, I just can't imagine all that speed can be generated with no consequences. Basically, its just resistance on my part to the all-round goodness of the Movement power.
Mr. Unpronounceable
May 8 2009, 06:37 PM
QUOTE (pbangarth @ May 8 2009, 05:28 PM)

OK, so the general consensus here is that there is no down side to the Movement power. This is too bad, 'cause I wanted to have some fun with it. But OK.
So, what still bothers me though, is something like the following scenario.
My possession tradition mage wants to make a deal with a local biker gang leader. The mage's part of the bargain is to guarantee the biker that his hog will be the fastest in the city for a year and a day. (Bike possessed by a long-term-bound spirit with movement power). As long as the bike is driven just a little bit faster than anybody else's, it should appear to be the driver and a hot bike, nothing more. He should win a lot of races and cash and prestige. Then at the end he sells the bike to someone who thinks he can do the same. Nobody is ever the wiser.
The problem comes if the biker decides to let loose, despite the warnings of the mage. So there is a bike going hundreds of kilometers an hour. And he tries to turn a corner. Surely there should be some problem for the biker that the 'no negative side effects' Movement power doesn't protect him from. Biker can't manage the speed. The rubber tires get ripped off by the G-forces. (Yeah, yeah, I know this one has been shouted down already, but I figured the mage could beef up the price by saying the possessed bike would have a stronger Body and Armour.) Something!
Help me out here.
Use a spirit with the "guard" power as well as the "movement" power. No glitches, no blowouts or flat tires, no breakdowns. Sure, he could still
intentionally ram something, but that's about it.
DireRadiant
May 8 2009, 06:39 PM
Think beyond having it inherent with the actual power.
What happens to the biker who is known to have a kick ass cool MAGICAL bike? He's going to have to be able to keep it. He hangs out with a violent gang.
You want something negative, the universe abhors power in the hands of those too weak to keep it.
Karma baby. It bites.
crizh
May 8 2009, 07:30 PM
The more I look at it the less well Movement appears to be designed.
I mean seriously, there is no circumstance where any reasonable use of Movement just doesn't become flat out silly. A Force 4 Spirit brings a human up to 65 mph+ and the same Spirit has vehicles knocking on the Sound Barrier pretty easily.
Two fixes spring immediately to mind. Firstly, in line with mod's in Arsenal, Movement improves speed by 20% per point of Magic. A Force 5 Spirit will still achieve impressive results but it will stay in the realms of sanity. Secondly limit the amount of mass effected by the Power to Magic x 250kg. You could add a second category of +10% per point of Magic up to Magic x 500kg if you like.
This would still have some interesting economic effects but nothing like the ridiculous nonsense the current version would realistically generate.
A Force 5 could double the speed of a car or small van. Not only would this greatly improve delivery times and slash fuel costs it would change the whole dynamic of cargo shipping from big-rigs, cargo vessels and massive SHAPELY dirigibles. Only the biggest cargoes would be shipped the old way and anything shipped the new way benefits from having a Force 5 Spirit on hand to prevent accidents and provide an additional layer of security.
pbangarth
May 8 2009, 07:36 PM
QUOTE (DireRadiant @ May 8 2009, 11:39 AM)

Think beyond having it inherent with the actual power.
What happens to the biker who is known to have a kick ass cool MAGICAL bike? He's going to have to be able to keep it. He hangs out with a violent gang.
You want something negative, the universe abhors power in the hands of those too weak to keep it.
Karma baby. It bites.
That's why the mage would suggest the biker not overdo it, and in fact lose the odd race. In a race, outrun the best opponent by half a bike length, not 20 miles. There should be little or magical talent among the local gangs and any that would exist shouldn't have reason to be Assensing a bike that doesn't really stand out.
pbangarth
May 8 2009, 07:38 PM
QUOTE (Mr. Unpronounceable @ May 8 2009, 11:37 AM)

Use a spirit with the "guard" power as well as the "movement" power. No glitches, no blowouts or flat tires, no breakdowns. Sure, he could still intentionally ram something, but that's about it.
Yes, I agree that is a logical combination. I just wonder why it isn't even necessary, given the way the Movement power is written and interpreted.
HappyDaze
May 8 2009, 07:45 PM
QUOTE
The more I look at it the less well Movement appears to be designed.
I mean seriously, there is no circumstance where any reasonable use of Movement just doesn't become flat out silly.
It's designed for those circumstances where the target "just gets there" faster - like when Jason from Friday the 13th can easily keep up with or overtake anyone running away from him with just his 'slow' walk.
It's also a design remnant from a time when pink mohawk was the only way to go. Chances are the closer to a tight black trenchcoat style you play, the more objection you'll have with several of the spells (Turn to Goo) and spirit powers.
DireRadiant
May 8 2009, 08:19 PM
QUOTE (pbangarth @ May 8 2009, 11:28 AM)

The problem comes if the biker decides to let loose, despite the warnings of the mage. So there is a bike going hundreds of kilometers an hour. And he tries to turn a corner. Surely there should be some problem for the biker that the 'no negative side effects' Movement power doesn't protect him from. Biker can't manage the speed. The rubber tires get ripped off by the G-forces. (Yeah, yeah, I know this one has been shouted down already, but I figured the mage could beef up the price by saying the possessed bike would have a stronger Body and Armour.) Something!
Help me out here.
Another approach, also not directly linked to the power, but in all those races, the Biker is going to do Vehicle Tests. He's bound to get a glitch or critical glitch eventually. Struggling to imagine what the glitch could be? Could it be related to the awesome magic bike he's riding?
Heath Robinson
May 8 2009, 11:02 PM
The thing is that the Movement power allows you to divide the movement rate by the same value. It's already established that spirits can intuitively understand how to assist in complex operations, since casting a spell is not a simple procedure. I don't think it'd destroy verisimilitude to say that the spirit also helps in braking by switching to the other aspect of movement, slowing the vehicle dramatically when necessary. Or it just stops using power - it's also been established that the repeated use of a power can be abstracted away into a single service in certain circumstances (because, seriously, you shouldn't lose a service every time your spirits use elemental attacks).
Even if you don't follow the convention on Movement that I hold (that it compresses the "perceived" distance instead of increasing speed), this gives you a reason why Movement lets you travel safely at the speed of sound. It also makes for a nice thematic aspect if the ganger's safety is dependant on how well he treats the spirit.
Larme
May 10 2009, 06:47 AM
As far as why transit companies don't use spirits to make things uber fast: they probably do! Why the hell wouldn't they? People use spirits to make their vehicles faster, just like doctors use magic to heal wounds faster and detoxify the body, just like Hollywood uses physical illusions to create realistic effects without needing a computer. Now, I do agree with the SR4 fix, I think it makes the power more balanced. You're only going to have a jet liner go super fast if you can summon a very big, very expensive spirit. But I bet it's common practice for corporate CEOs, and probably corporate high-priority hit squads, to make their much smaller transports scream around the globe using Movement.
As for the power working on a dodge scoot, but not the troll riding the dodge scoot, I fail to see how that's a problem. Sure, it's illogical. Since when did magic follow logic? If it made perfect sense, it wouldn't be paranormal, would it? Magic is a thing that can be used by a hermetic mage, a shaman, and a voodoo witch doctor. They all have completely different ideas about how and why it works. And they're all right, and it works equally well for all of them! Last I checked, scientific phenomena did not work that way. Everyone has to do science the same way, and all results must be replicable. But then you have magic, where one person can invoke the Seventh Sephiroth by drawing a mystical diagram of the heavens, and another person can ask Thor to send a great servant of the storms, and yet another person can ask the Great Spirit to send his breath, and they all come up with a Force 4 air spirit. If you expect that kind of system to follow logical rules, and you criticize it when it fails to do so, you're nuts. Sometimes you just have to accept that game balance leads better results at the expense of realism. And sometimes you have to accept that realism doesn't apply to non-real things! It shouldn't matter because we're talking about a fictional, paranormal force which is not fully understood, even in the Shadowrun universe, and probably never will be.
crizh
May 11 2009, 08:53 AM
QUOTE (Larme @ May 10 2009, 07:47 AM)

As far as why transit companies don't use spirits to make things uber fast: they probably do! Why the hell wouldn't they? People use spirits to make their vehicles faster, just like doctors use magic to heal wounds faster and detoxify the body, just like Hollywood uses physical illusions to create realistic effects without needing a computer. Now, I do agree with the SR4 fix, I think it makes the power more balanced. You're only going to have a jet liner go super fast if you can summon a very big, very expensive spirit. But I bet it's common practice for corporate CEOs, and probably corporate high-priority hit squads, to make their much smaller transports scream around the globe using Movement.
As for the power working on a dodge scoot, but not the troll riding the dodge scoot, I fail to see how that's a problem. Sure, it's illogical. Since when did magic follow logic? If it made perfect sense, it wouldn't be paranormal, would it? Magic is a thing that can be used by a hermetic mage, a shaman, and a voodoo witch doctor. They all have completely different ideas about how and why it works. And they're all right, and it works equally well for all of them! Last I checked, scientific phenomena did not work that way. Everyone has to do science the same way, and all results must be replicable. But then you have magic, where one person can invoke the Seventh Sephiroth by drawing a mystical diagram of the heavens, and another person can ask Thor to send a great servant of the storms, and yet another person can ask the Great Spirit to send his breath, and they all come up with a Force 4 air spirit. If you expect that kind of system to follow logical rules, and you criticize it when it fails to do so, you're nuts. Sometimes you just have to accept that game balance leads better results at the expense of realism. And sometimes you have to accept that realism doesn't apply to non-real things! It shouldn't matter because we're talking about a fictional, paranormal force which is not fully understood, even in the Shadowrun universe, and probably never will be.
Wow.
Seriously?
Do you realize how much of a Troll that posting was?
Why don't you take a minute to re-read it objectively?
HappyDaze
May 11 2009, 08:59 AM
I don't really see where the trolling is in the post, and since it took more than 26 hours to 'provoke' a response, it doesn't seem that too many here really think it's that bad.
crizh
May 11 2009, 10:07 AM
I'll break it down for you then.
Point 1) There isn't anything wrong with the current mechanic of multiplying velocity by Magic.
Fails to address any of the points raised in this thread regarding why people might think that's somewhat unbalanced, nonsensical and economically stupid.
Point 2) Admits to a balance issue with airliners.
Whether that's a mass issue or a 'lunacy of super-sonic spirit travel' issue isn't mentioned but agrees with the SR4A fix, again without addressing any of the issues regarding the mathematical stupidity of that fix that have already been raised in this thread.
Point 3) Plays the 'Magic' card, so none of this has to make any logical sense.
Belabours this point to a frankly insulting degree and in the same breath negates every argument he has made, or will ever make, on the subject of magic in SR because apparently magic does not have to make any sort of sense or be in any way balanced.
The post is internally inconsistent, the points made contradict each other, and the opinions stated as to the suitability of the current mechanic are entirely unsupported by reasoned argument.
Spouting a bunch of opinions without even attempting to debate the issues others are discussing is Trolling, to my mind. I'm sure it was accidental and Larme will have something more reasoned to say in response once he has a chance to think about it.
As to delay, I've certainly been busy and I've noticed that DS is always a lot slower on the weekend.
HappyDaze
May 11 2009, 10:30 AM
I guess I don't directly relate "expression of personal opinions without attempt to debate" with trolling, but whatever.
Psikerlord
May 11 2009, 10:42 AM
MAybe it is also just apparent from the get go that the bike is being magically boosted. Using the movement power might cause it to "glide" along the surface with a strange nimbus, who knows? In fact wouldn't most powers have some kind of visual effect?
Larme
May 11 2009, 02:51 PM
QUOTE (crizh @ May 11 2009, 03:53 AM)

Do you realize how much of a Troll that posting was?
Dude, making an argument that you disagree with is not a troll. A troll is something that is deliberately inflammatory or provocative and adds nothing to the discussion except provoking a response. The fact that you disagree with me so much that it provoked you doesn't make it a troll -- I wasn't trying to provoke you, I was just adding my 2 yen to the discussion. Leave the moderating to the moderators.
There's no reason why I'm wrong based on failing to address the "mathematical stupidity." You seem to be another person who thinks that, if there's a number involved, then it's objective truth and there's only one answer. The fact is, while there might be numbers, you are making a subjective judgment that the numbers are "stupid." That's entirely your personal opinion, and I'm under no obligation to try and prove it wrong. I disagree, I don't think that it's stupid, and you can't prove me wrong because you're making a subjective decision about numbers, not drawing some kind of inexorable conclusion based on math.
I really do think that it's a waste of time to try and reason out the physical mechanics behind magic. It's a non-physical, non-scientific phenomenon. You think I just invalidated every magic argument I ever made? Great, good for you. I'm going to continue posting on Dumpshock like always, and you can go ahead and ignore all of it if you feel like it. I'd definitely prefer to forgo any more hostility laden attacks from you in the future. IMO though, you're conflating two things: realism and balance. They have nothing to do with each other, and often conflict. Often things must be unrealistic to be balanced. But as far as SR4 as a whole goes, the devs have made a decision that magic is essentially balanced by other magic. Movement is balanced because if one group can abuse it, so can other groups. It's a factor on both sides of the equation, so it cancels out. It's that simple.
I don't appreciate being condemned for "spouting off a bunch of opinions." There is no rule that I have to respond directly to what other people say, there is no rule that I treat your arguments as conclusive and try to methodically refute them. I have a life of my own, and I'm entitled to write up a quick post containing my thoughts on the matter. You have no right to call that a troll, or to tell me I'm not allowed to do it. If you think a rule has been violated, use the report button. If not, leave me alone.
Screaming Eagle
May 11 2009, 03:44 PM
Going back to the bike and the movement power trick "spirits object to long term sevitude and will distort orders when possible and be too literal for others" I don't have a page referance but thats the gist of where I go when PC's start this kinda thing. Alot of the magic system in not about precicely how the rules say the mechanics work but how the traditions spirits appear and behave. Spirits summoned and bound by a "Trickster" mentored mage (to site a obvious example) are probably going to have some serious issue with being bound for a year and a day and say start "using" the movement power without "controlling" the movement power. Stacking it with "Guard" sorts out most of the problem, but what happens when the spirit desides that the 2 orders contradict? Making you go fast on your bike in traffic is not "Guarding" you, taking you to a quiet park and refusing to start is. Did anyone tell the spirit it couldn't go for pleasure trips when its master isn't using it?..
Later someone else finds out about the magic bike, tracks down the binding mage and knocks him out causing the spirit to go uncontrolled. How have you been treating your sapient motorcycle friend? Cause now he might be a free spirit and the next time you go for a race...
crizh
May 11 2009, 03:50 PM
QUOTE (Larme @ May 11 2009, 03:51 PM)

making an argument that you disagree with is not a troll.
Then make an argument.
QUOTE (Larme @ May 11 2009, 03:51 PM)

I disagree, I don't think that it's stupid, and you can't prove me wrong
What's stupid and why? What particular rule?
That'll be why I can't prove you wrong.
That's why I suggested that your posting was verging on Trolling.
QUOTE (Larme @ May 11 2009, 03:51 PM)

I'd definitely prefer to forgo any more hostility laden attacks from you in the future.
No hostility here.
Provide some sort of argument to support your position and we can debate it like civilised human beings. Heck, if you're right I'll be more than happy to concede. Check my record here. If I'm am convinced by an argument I am more than happy to change my opinion. Being unwilling to do so is Mind-death.
QUOTE (Larme @ May 11 2009, 03:51 PM)

leave me alone.
Strangely that's what I thought when I saw an argumentative post with little or no content.
Larme
May 11 2009, 04:07 PM
QUOTE (crizh @ May 11 2009, 11:50 AM)

Provide some sort of argument to support your position and we can debate it like civilised human beings. Heck, if you're right I'll be more than happy to concede. Check my record here. If I'm am convinced by an argument I am more than happy to change my opinion. Being unwilling to do so is Mind-death.
I'm really not sure what you want. I'm really not even sure what your position is, or what its basis is. You come over here and DEMAND that I study all of the other posts on the thread, formulate a comprehensive theory of the other side, and then methodically refute it in every way I can? How about not? If you care that much about what I think, then go ahead and write out a summary for me. Tell me succinctly what your position is, and what its basic justifications are, and I'll respond to that. If my post lacked argument as you say, it's because the counter-arguments are scattered across different posts and I didn't think it was my sworn duty to analyze them, synthesize them, and criticize them like this was some kind of academic journal. I just put my thoughts out there, not as an attempt to tear down anyone else's ideas, but just to state my position on the matter. There's no mind-death in being unwilling to engage in a debate on an internet forum -- mind-death is the belief that the debate on the internet forum actually matters.
crizh
May 11 2009, 04:27 PM
So to summarize, you haven't read the thread or deigned to attempt to understand any of the discussion that was going on here.
You just parachuted in and latched onto an example I had made of the inconsistent nature of the Movement power as is.
You then proceeded to argue that my point was worthless and carried no real weight because it's Magic, hand-wave, hand-wave.
A point which you then spoon fed to me in tiny little moron sized chunks for 217 extraneous words.
And then you wonder why my response might have erred on the hostile side?
If you can't be bothered to read and digest a thread perhaps you should apply the same amount of effort to replying in it.
HappyDaze
May 11 2009, 08:51 PM
crizh,
I'm not even the one your griping at, but your last post just earned you a place on my ignore list. Try to understand, not everyone posts by the same set of 'rules' you hold in your head, but so long as they follow the board rules, that's OK. Beyond that, it's just a game - taking it a little less seriously might help in getting others to take you more seriously. Perspective and all...
crizh
May 11 2009, 09:26 PM
If somebody contradicts my position in a debate I don't think it's unreasonable to expect them to support their position with reasoned argument.
My insistence on defending my position against such rhetoric earns me a position on your 'ignore list'?
I'm not sure I'm the one taking this too seriously.
Screaming Eagle
May 11 2009, 09:29 PM
I've always perfered discussion to debate: fewer people try to win a discussion.
HappyDaze
May 11 2009, 09:51 PM
QUOTE
I've always perfered discussion to debate: fewer people try to win a discussion.
Very true.
Tymeaus Jalynsfein
May 12 2009, 02:48 AM
QUOTE (HappyDaze @ May 11 2009, 03:51 PM)

Very true.
Ain't that the Truth, Everyone Just take a deep breath and relax...
ornot
May 12 2009, 11:35 AM
I have had a problem with the movement power i my games. Basically it's either a big "I Win" button on all chase combat or it makes no difference (and my players whine), which is not helped by the fact that the chase rules are sketchy anyway.
If it was made a little more subtle, say by increasing by 10% per Force rather than 100% per force, I'd be happier.
As for Larme's initial post; I don't think it was Trolling. Larme may talk down to everyone in his posts, but that's just his way. Often his arguments and opinions are fairly reasonable and well thought out. Dragging things out into personal to and fro is a surefire way to attract mod intervention.
Screaming Eagle
May 12 2009, 03:36 PM
Well to counter to PC's use of the power to "Win" chases fast and hard - Part of the point of having a mage on most runner teams is this kind of dynamic grab bag of tricks. You cannot out run a chopper normally but enters your force... say 5 spirit with concelment and movement and you might just get off scott free. The fun starts when the opposition is a cut above or the on-staff wage mage (who may or may not be initiated/ have invoking etc.) was pulling an all-nighter at the office (re-enforcing astral wards, catching up on his reports and generally padding his visable working hours) and is on-site when the page comes though to call up one of the companies bound spirits to aid persuit with search and movement. I would tend to do this sort of thing once they get too comfortable with their "advantage" and/or they have edged their way into the "Big" runs.
Sing song voice - "Anything you can do the Corp can do better!"
I know I'm not adressing the "broken power" part... I never found it all that broken - potent yes, hilarious yes. But any opposition worth it's salt has the same trick, probably at higher force, with bigger guns to back it up. I'm also in the camp that glitching while going breakneck insano speeds WILL mess you up and woe betide the magus who abuses the spirits (loa, ansestors, kami, psioninc eminations, little green imagination men) and then begs potentially dangerous favours of them. Some spirits would have a different definition of abuse then others... "Yes master, your chariot was granted the boon of the winds speed and my guardianship from harm. As you can see the "crumple zone" has not crumpled at all and the transport is quite safe. Master? Ah, you appear to be dying of multipule internal injuries caused by my stopping the car so fast to save it from harm. A pity you did not word your request more clearly as I would never dream of deliberatly causing you harm. You have one wish left my master, what do you desire?" The Djinns' eyes glint evily, fade to black.
Screaming Eagle
May 12 2009, 08:36 PM
To clarify perhaps a bit of context: The teams Mage (Shamanistic) is slightly scared of summoning spirits and only does so when it is critical. This is mostly because when they show up I make a secret test, 3 dice, in no way based on force. No hits leaves a placated spirit, for its force (intelligence) it is rather dim and tractable obeying orders in a dull manner and being vaugely helpful to its summoner. One hit and its 'bright' but not activly opposed to aiding the group, this gets a rather "default spirit" using its powers intelligently for the groups benifit when asked. 2 hits and the spirit is "willful", if well and treated with some respect it will use its powers as instructed with no misinterpriation, often using them more effectivly, if persiving a slight or instructed to do something "benieth it" it will be moderatly troublesome. 3 hits and they clearly just got the spirit out of the shower to answer the phone and its those F***ing summoners again, this ranges from active hostility to simple impaitence with any task set to it. I find this gives me a good spring board for roleplaying spirits summoned on the fly and impresses on the group that these are sapient beings with motivations and desires, often alien motivations, but quite real.
Larme
May 12 2009, 09:56 PM
People are making a mistake if they think that Speed alone lets you get away from chase combat. Unless you're in the open desert with no obstacles, having a top speed of 2000 isn't that helpful -- anyone who tried to actually drive at 2000 MPT on city streets would be a dead man. In chase combat, your actual speed is not kept track of. Your Speed attribute simply provides a bonus for the opposed vehicle test. Now, having a top speed of 2000, compared to an opponent's 200, would give you +180 dice to the opposed vehicle test, allowing you to set the range every turn. However, even at extreme range, you must succeed at a Break Off, with a threshold of +1 per enemy chasing you. You can't simply speed away at 2000 MPT, because again unless there's absolutely nothing in your way, you can't drive your top speed. The enemy is going to keep track of you until you Break Off. Chase combat is set up so you always have to engage the enemy if there's a bunch of them. You have to destroy or Cut Off a sufficient number of enemies to make Break Off practical, otherwise the abstract system assumes that you can't lose them just by driving faster. Now, there could be situations you just wouldn't model with chase combat, like escaping from someone in an open desert, or on the high seas. Since there's nothing to slow you down, you could possibly just drive faster than them and be gone. That wouldn't be chase combat though, that would be handled with tactical combat, the same as if you were trying to run away from someone on foot. I wish the RAW specified it clearer, but chase combat is only for cinematic car chases through traffic and obstacles and whatnot, where there's no practical way to escape without pulling off some seriously badass moves
ornot
May 13 2009, 11:23 AM
That's a very fair point Larme and Screaming Eagle both.
Since my player team includes two pretty stunning wheelmen, it should come as no surprise that they routinely escape, and the movement power actually has remarkably little to do with it. I guess I'll just have to up the ante, by throwing in a few choppers or arial drones, and not sweat the movement power.
How good do you reckon pursuit cops should be? I was giving them reaction 5, skill 4, +4 from VCR and handling bonuses. Of course with my rolling I was only getting 3 hits to my players 10, which was prety sickening.
Prime Mover
May 13 2009, 12:28 PM
Alienation and Movement have probably been the least used spirit powers in any edition of SR at our table. Not sure if thats due to lack of understanding or just short descriptions. Both of these powers could have stood a major overhaul to keep them viable. One was cut from the line all together and the other just kept as is. It wasn't until recently when in one of our alt campaigns that a Free Spirit PC has really pushed the limits of the movement power at our table. Like most players he's come up with a host of uses that the simple description given hardly covers. We've played it out as a blur of condensed movement as opposed to any realistic speed increase. It's also been an ace in the hole for leaving the scene of a crime before pursuit can arrive.