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Shadowmeet
True for some, not so true for others... But I get your point. Unfortunately, I like the fact that you don't have to keep relearning a spell at a specific, or maximum force.

So, that fix for me isn't the greatest. Sadly, I do not have an alternative as of yet.
Nim
QUOTE (Shadowmeet @ Jun 20 2006, 03:47 PM)
True for some, not so true for others... But I get your point. Unfortunately, I like the fact that you don't have to keep relearning a spell at a specific, or maximum force.

So, that fix for me isn't the greatest. Sadly, I do not have an alternative as of yet.

If you were going to add back in the idea of spells being force-limited, you wouldn't have to do it in a way that requires an upgrade after EVER increase in Magic. For instance, you could just say that spells come in Lesser (Force 3), Normal (Force 6), Greater (Force 9) and Legendary (Force 12) versions. Or some other set of tiers...you know, whatever works for you. That'd keep the feel, where your experienced mages are off hunting for rare formulas that will let them take full advantage of their ability, but keep it from being a tedious process that they have to go through EVERY time they Initiate.
Samaels Ghost
Going back to Sammies, while Mages/Adepts can only really use their money on spells, foci, and regular equipment then must use ALL their Karma on Magic and Initiating, Sammies are getting Karma too. The difference is that sammies are upgrading skills and attributes.
Shinobi Killfist
QUOTE (Nim)

Sure. But with no need to upgrade your spells, there's very little need to ever pick up additional ones. At least at present, the system just doesn't HAVE that many different spells. Your typical mage could probably go their whole life and never know more than, say, a dozen spells...half of which started play with.

heathen twirl.gif

I need tons of spells. And when the big book of magic comes out, I'll need even more. Ok as a DM right now I need very little but as a player it is very important to me.

1: direct combat spell
2: direct area of effect combat spell
3 indirect combat spell
4 indirect area of effect combat spell
5: analyze truth
6: combat sense
7: detect enemies
8: detect life
10: mindlink
11: detox
12: heal
12: increase reflexes
13&14 increase spell casting attirbutes
15: oxygenate
16: stabalize
17: chaos
18: chaotic world
19: trid phantasm
20 improved invis
21: physical mask
22: silence
23: stealth
24: armor
25: levitate
25: magic fingers
26: petrify
27: physical barrier

Ok I'm a freak but that's my essential must eventually have list. Asuuming I start off with 8 of them, that leaves 19 to pick up in game or 95 Karma. Which is quite a bit I'd think. The sam can do quite a bit with those 95 Karma which is imporving the number of dice being thrown, not just massively broadning there options. Of couse the sammie could also pick up some new skills for the broadning the options type growth.
NightmareX
QUOTE (Shinobi Killfist)
Asuuming I start off with 8 of them, that leaves 19 to pick up in game or 95 Karma.  Which is quite a bit I'd think.  The sam can do quite a bit with those 95 Karma which is imporving the number of dice being thrown, not just massively broadning there options.  Of couse the sammie could also pick up some new skills for the broadning the options type growth.


That's exactly why I still use SR3's Money-for-Karma and Karma-for-Money rules. That way, as a GM I can hand out karma and nuyen at normal rates and let the players be the ones to handle the bugeting of their resources.

I tend to give out about 5 karma and 7,500 nuyen per run (on average) over the early stages of a runner's career (that is, below the 100 karma mark). That means, in roughly 20 runs any given character will have 150,000 nuyen in earnings when they reach the 100 karma mark. This is not nearly enough money to keep a cyber monster happily upgraded, but more than enough karma to let them learn virtually every skill they want and increase said skills to reasonable levels. Likewise, 150,000 nuyen is a virtual fortune to a magiker, but 100 karma is just a tiny drop in the bucket compared to their karma needs.

With this amount of income (in both karma and money), both general character types have enough income to upgrade a bit, but no where near what they need to be truly competative. Remember, all this time the opposition is getting tougher and more insane, and most of the time the opposition has an unlimited budget.

So, when the 100 karma point in the campaign rolls around, the players still want more. While marginally satisfied that they've been able to upgrade a bit and save a bit of money, they still often feel desperate to get that little bit more karma/ nuyen that'll let them Initiate again/learn that new spell/afford that piece of beta-to-delta grade 'ware that they feel they need to stay one step ahead. That's where the Karma-to-Money rules come in, allowing the character to trade off what they don't need (as much) for what they do (desparately) need. This makes the players happier, but also has the side-effect of draining their resources which leaves them needing more money/karma. Which means they go on more runs, facing tougher and tougher opposition/problems and making more enemies that they need to upgrade to cope with, which leads them back to the same dilemma.

The net effect of this is that it leaves the players always hungry for more, and it works like a charm. In 15 years of playing and GMing SR, I've never had a "campaign" end due to lack of interest and only seen a grand total of 4 characters actually retire. cool.gif
Dewar
How exactly do the Karma for Money and Money for Karma rules work? What's the ratio, and can it be done any time, or does it take a short downtime, or maybe a long one?
X-Kalibur
Just going by the numbers he left it looks like about 1500 nuyen.gif to 1 karma.
Demon_Bob
Using the rule that it takes 2*BP in Karma to buy new advantages.
We go with 2Karma for every 5,000 nuyen.gif
Samaels Ghost
WHere might one find the rules for such a Karma/money conversion? I have a SR3 handbook that I haven't looked all the way through yet so if it is in there I should be able to find it....
NightmareX
QUOTE (Dewar)
How exactly do the Karma for Money and Money for Karma rules work? What's the ratio, and can it be done any time, or does it take a short downtime, or maybe a long one?

This is how my group works it nowadays (from our house rules):

QUOTE
Karma & Money – The following rules, based on the Shadowrun Companion 3rd Edition, govern nuyen-karma exchanges.  Such exchanges can only be made when the character has a significant amount of down time, and only with gamemaster permission. 
* Buying Karma – Nuyen for Karma exchanges are handled at a rate of 1000 ¥ times the current Karma Inflation rate of the campaign (determined by the gamemaster, generally 2.5). Thus, at the base Karma Inflation rate, 2500 ¥ buys you one point of Karma.  Additionally, the player must come up with an in-character justification for the exchange.  The character that receives the Karma does not necessarily have to be the one who pays for it.
* Gimme Money! – Karma for nuyen exchanges give the character [Number of Karma Spent]d6 ¥ multiplied by the campaign’s current Nuyen Multiplier (determined by the gamemaster, generally 500).  The gamemaster will supply an in-character reason for the exchange if the player does not.


A few clarifications -
1) A "significant amount of down time" can mean anything from a couple of days to a week to a month or more depending on the player's justification for the exchange. Giving 50,000 ¥ to help establish a school on the outskirts of the barrens would take a few weeks (to round up volunteers, equipment, security, etc), but blowing the same amount in a gambling and partying spree to honor Coyote could only take a couple of days (plus recovery time of course wink.gif ).

2) "Only with gamemaster permission" generally means an exhange like this:
PC - I wanna blow some money to get some karma.
GM - Ok, you've got some downtime to do it in. What's your explanation?
PC - {insert plausible explanation here}
GM - 'Kay {forks over the karma}

3) The stipulation that the character that receives the Karma does not necessarily have to be the one who pays for it is our game mechanic justification for college education, military training, etc. It has never come up in game.

4) The Karma Inflation and Nuyen Multipliers are variable for a reason. In the early stages of a campaign (25-50 karma) I use the base rates to prevent player's from abusing the system (and screwing themselves in the process). As things progress, the Nuyen Multipler tends to go up (depending on circumstance and local conditions) while the Karma Inflation rate tends to decrease slightly (but never below 1). This has the effect of allowing me to both simulate the campaign's local economic environment and to tailor the exchange rates to the PC's needs to a degree.

5) The Karma-for-Money rules use a variable range to simulate the vaguries of luck and to easily work with our house rules for handling the stock markets, which are as follows:

QUOTE
Stock – Stock and other investments (money markets, mutual funds, etc.) are handled in an abstract fashion to reduce the amount of necessary record keeping.  Characters can invest as much as want as long as they have some legal way to do so (investing requires a SIN), although it should be noted that most multinationals and all AAA’s issue only non-voting stock for public consumption.  Most stocks in Shadowrun do not pay dividends, so the only times they become important is when they are bought or sold.  When stock is sold, the character (or whoever manages the stock, including market analysis programs or agents) makes a Success test using an appropriate financial Knowledge skill against a random threshold (1d6).  Each hit in excess of this threshold per 1,000 ¥ worth of stock sold generates one point of “pseudo-karma” that must immediately be used in the same fashion as the Cash for Karma rules.  In order to avoid abuse of this system, gamemasters should require characters wishing profit in such a manner to spend at least one karma point in a normal Cash for Karma exchange in conjunction with their transaction.
NightmareX
QUOTE (Samaels Ghost)
WHere might one find the rules for such a Karma/money conversion? I have a SR3 handbook that I haven't looked all the way through yet so if it is in there I should be able to find it....

They originally came out in the SR2 Companion book, and were reprinted in the SR3 Companion. Prior to the release of the SR2 companion, groups I've been involved with just used a hapzard way of exchanging the two comodities. The Companion provided a more solid framework to use for this sort of thing, but as you can see in the house rules I just posted some of that hapzardness is still hanging around, one of our many legacy systems cool.gif
NightmareX
QUOTE (Demon_Bob)
Using the rule that it takes 2*BP in Karma to buy new advantages.
We go with 2Karma for every 5,000 nuyen.gif

That's exactly what it comes out to at our base rate (on the karma end), and we haven't changed the base rate since SR3. Weird eek.gif
Samaels Ghost
QUOTE
Each hit in excess of this threshold per 1,000 ¥ worth of stock sold generates one point of “pseudo-karma” that must immediately be used in the same fashion as the Cash for Karma rules.


Does this mean that you not only get money out of trading stock but also Karma?
Wait....You invest in stock, go sell it later, then have to immediately spend it on Karma? THat's a little weird...

What kind of justification can you give for getting Money for Karma??? Does anyone have examples?
Serbitar
gambling
betting on stuff
high risk investements
Samaels Ghost
ok, thanks
Nim
...a week as a 'paid volunteer' in an Aztechnology Esoteric Projects Division research procedure....
Geekkake
QUOTE (Samaels Ghost)
What kind of justification can you give for getting Money for Karma??? Does anyone have examples?

Serbitar has the right of it in this circumstance.

The other way, trading in money to get Karma, can be viewed as paying to attend things like spiritual retreats, motivational seminars, and paying for "blessings" from that creepy hoodoo guy who lives in the abandoned brownstone down the street.
Shadowmeet
QUOTE (Geekkake)
QUOTE (Samaels Ghost @ Jun 22 2006, 08:18 AM)
What kind of justification can you give for getting Money for Karma??? Does anyone have examples?

Serbitar has the right of it in this circumstance.

The other way, trading in money to get Karma, can be viewed as paying to attend things like spiritual retreats, motivational seminars, and paying for "blessings" from that creepy hoodoo guy who lives in the abandoned brownstone down the street.

Or sometimes things like helping the downtrodden, giving to charity, working to restore some house burned in a fire(That left a family homeless), etc.
Geekkake
ARGH FORMATTING BAD

But yes, just about anything where you're expending nuyen toward the goal of mental, emotional, or spiritual well-being would be acceptable.
NightmareX
QUOTE (Samaels Ghost)
Does this mean that you not only get money out of trading stock but also Karma?
Wait....You invest in stock, go sell it later, then have to immediately spend it on Karma? THat's a little weird...

Nope, you don't get karma per se. You get what basically amounts to points to plug into the same formula used for Money-for-Karma. That's why I refer to them as "psuedo-karma" points. Here's an example of the actual process of selling stock under this system:

QUOTE
Nightmare just completed another bit of wetwork, and has some nuyen he wants to invest.  He doesn't know alot about investing, but he does have a rock solid fake SIN or three and a pretty wiz market analysis program (an agent - Pilot 4, Stock Analysis autosoft 4) a hacker friend sold him running on his home terminal.  Taking the agent's advice he buys 20,000 ¥ of Proteus AG shares and sits on them for a while.  A few weeks later his market analysis program chirps his PAN with a prospectis that basically says Proteus AG stock is going to take a hit soon (in the agent's opinion).  Nightmare decides to play it safe and sell the stock.  Since the agent is the actual entity doing the selling, Nightmare's player (me smokin.gif ) rolls 8 dice (the agent's Pilot + autosoft rating), getting 5 hits in the process.  The GM rolls 1d6 to determine the threshold and gets a 3, giving the agent 2 net hits.

Since Nightmare is selling 20,000 ¥ worth of stock, the test generates 40 psuedo-karma ([20,000/1000] x 2 = 40).  Knowing that Proteus AG's stock is already taking a minor dip due to recent shadow activity, the GM determines that today's Nuyen Multiplier is only 250 but doesn't tell Nightmare's player this.  This means, using the Money-for-Karma formula, that the sale will generate 40d6 x 250 ¥.  The GM, being a lazy bugger, decides to only roll 5d6 instead and multiply the result by 8 instead of going through the hassle of dragging out 40 six-siders*.  The roll comes out to a whopping 12 (96 after multiplying by 8 to mimic 40d6).  Therefore, the sale makes Nightmare 24,000 ¥ (96 x 250 = 24,000), a 4,000 ¥ profit which the GM explains as the program taking advantage of a momentary market spike.  Since the net profit is so little, the GM decides to be nice a not require Nightmare to spend any actual karma on the transaction.


* Since he is a Shadowrun player, the GM has far more than 40 six-siders lying around, just in case wink.gif

Again, some notes:
1) Notice that the GM used the Nuyen Multiplier to reflect the current approximate condition of Proteus AG's stocks, letting the mechanic reflect the setting.

2) Notice the GM didn't tell the player what the actual Nuyen Multiplier was, he only told the player what the market analysis program determined. This allowed him to fudge the Multiplier if the 40d6 roll was really high, thus maintaining setting integrity (ie Proteus AG's stock was in a slide and Nightmare wasn't going to profit much if at all from the sale) and excercise some control over just how much income Nightmare made by doing essentially nothing.

3) The GM didn't do it, but he would have been well within his rights to make Nightmare spend one or more actual karma points on the sale. This would have resulted in more profit (+1d6 x 250 ¥ per karma point), but would have helped enforce a bit of balance if the sale stood to be a major windfall.

QUOTE
What kind of justification can you give for getting Money for Karma??? Does anyone have examples?


Geekkake, Shadowmeet, Nim, and Serbitar pretty much covered this one.
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