QUOTE (makari @ Mar 11 2010, 09:42 AM)
so I guess I see 2 problems with this system... using this, why hasn't the world been completely dominated by mages... it seems, given say 300+ karma, that a mage would have significantly surpassed any physical character in terms of power, and by that point would be able to throw near unstoppable spells with little concern for drain if built right or working the right cyber / bio
First of all, though there is no hard cap on magic/technomancy, there is a sanity cap (i.e. it becomes so expensive to keep increasing your magic that you'd have to be insane to do it). At a certain point, buying magic/resonance becomes too expensive for what you gain, creating an effective cap. Initiation costs 10 + Grade x 3. So to become a 10th grade initiate would cost 13 + 16 + 19 + 22 + 25 + 28 + 31 + 34 + 37 + 40 = 265. And that's just the initiation, which scales by a moderate factor. Then add the cost of increasing Magic 10 times, assuming it started at 6: 35 + 40 + 45 + 50 + 55 + 60 + 65 + 70 + 75 + 80 = 575. Total cost of 10 initiations and magic increased to 16 = 840. So your theoretical 300+ karma guy is not all that great. He's look at what, magic 11? That's nice, but it's not game breaking when you consider that a streetsam can start with 24 shooting dice right out of the box. It takes a mage hundreds of karma to equal those 24 dice, and certainly they are uber powerful once they do, but they've earned it by then don't you think?
And while mages do not have a hard cap on spellcasting, but they DO have a hard cap on drain resistance. Nobody can have more than their racial max in drain attributes. So maybe there's a mage who can overcast to force 30, but even if he had Increase Attribute sustained, and lots of Centering dice, he'd still die. The reason being simple: DV scales 3x faster than soaking. Every DV requires on average 3 dice to soak. So every time you up the drain by 1, you need 3 dice to absorb the extra drain. A F/2+2 spell at force 30 would require 51 dice to soak on average, which would require you to have a Willpower and drain stat of about 25 each (maybe a little less with Centering or a bound spirit), and that's just simply impossible.
The reason mages don't rule the world is that while they take drain for casting uber spells, technology does not have any drain at all. It is true that a mage can fling a stunbolt and knock out everyone in the room. But it's also true that a streetsam can pull out a full auto grenade launcher and do the same, only with a much bigger noise and a lot of mess. And while the mage is stymied by background counts, and might actually hurt himself when attacking the enemy, the streetsam can fire his grenades all day until he runs out of ammo. Magic is not much use against high level hardware, get a big enough cannon or a big enough bomb, and you'll kill anything, including an uber mage. Gunship > sorcerer most any day of the week, and there are waaay more gunships than sorcerers.
Though, to be fair, mages HAVE taken over in certain places. In areas with lots of natural magic, mages have been able to seize power, like in (IIRC) Amazonia. Some Great Dragons have also used their magic to take over various domains (though big gigantic lizards also helped with that). And mages definitely have a lot of power in the Elven nations, I think. And in the world's democracies, mages haven't taken over because you don't get to be President by having super powers that can beat up everyone in the room. In most political systems, the only way to advance is by being a good politician, and that's a full time job, which is why most politicians are fat old people and not super strong badasses.
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now I dont mean to complain about mages power levels, I like the magic system in general, and I like the initiation and grades and being able to raise magic, I think it's cool. I also think that it is pretty well balanced at character creation so that the mage is a valuable player but doesn't outshine the party... but as stated, given 300+ karma I can't see that being the case
At 300+ karma, a street samurai will have a ridiculous amount of hardware. Military armor makes him almost immune to bullets, heavy weapons can blow up small towns with sustained fire... And streetsams can get enough dice, believe me. I can make a starting character with over 20 dice in his favorite combat skill, and that pretty much never stops being enough.
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my 2nd problem is that why would they make a game where it's completely possible to make a character at creation that is already maxed in everything he wants to be his main function? it just doesn't make sense from a design point to me, I realize there's lots to do in the game, and I'm all for branching out some and working on shoring up the weaker points of the character... but at some point, I would atleast like the option of going "I'd like to save up a chunk of karma to raise my pistol skill again" but ohh wait... I can't, because I had a 6 at creation
again, I'm just coming back to look at the 4th rules after not playing for some time, but has anyone that's played a significant lengthy game found this to be a problem, if not how? and if so did you house rule to get around it or did it end up being the crux for ending the game?
Well, that's been a feature of Shadowrun for a long time. I think part of it was the desire to make a game that's definitely NOT D&D. There are no classes and no levels, and there's no rule requiring you to start as a level 1 character. Shadowrun at 400 BP is played (or playable) at essentially heroic/cinematic level. If you want level 1 characters, all you have to do is tweak the rules. You can start with lower BP, or you can set a maximum for skills and availability. If you really want to start with some balanced, but noobish characters, I would keep the 400BP start, but impose a limit of one skill at 5 or two skills at 4. I would also impose an availability limit of 8. That would come closer to giving you crappy level 1 characters, though they could still be pretty versatile and non-boring.