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emo samurai
For a while, I would have thought that Spellcasting won, hands down, with Summoning a distant second. Then Street magic came out with invoking and the binding of free spirits, and I became conflicted. I will not vote in this poll.

What do you think?
Ancient History
Run out of room for Astral Combat, eh?
emo samurai
Forgot it because it SUCKS. biggrin.gif

And why do you like it, anyway? You seem authoritative enough to convince me...
Samaels Ghost
Participating in Astral Combat is not hindered by Backgroud count. When the count is high, stop casting weak spells and roll up your astral sleaves. It does have it's uses.

I said Ritual Spellcasting, though. SO POWERFUL!
Ancient History
Actually, I voted for enchanting, for obvious reasons.
Slithery D
QUOTE (Ancient History)
Actually, I voted for enchanting, for obvious reasons.

You've played too much Morrowind?
Demerzel
Bah, morrowind was all about alchemy.
Ancient History
No, can't say I've ever played that one at all.
emo samurai
What... are the obvious reasons?
Demerzel
Probably because he wrote the section on Enchanting.
krayola red
I vote Spellcasting for one reason, and only one reason.

That reason's name is Orgasm.
Exodus
I have a hard time finding a reason why Ritual spellcasting is a great skill. Please give me some.
Cabral
Summoning. let your spirits handle the spellcasting biggrin.gif
emo samurai
YOU'RE the one who decided orichalcum doesn't take away karma cost anymore? A pox upon thy fucking house! mad.gif
Slithery D
QUOTE (Exodus)
I have a hard time finding a reason why Ritual spellcasting is a great skill. Please give me some.

Remote assassination (combat spells), intelligence gathering (mindprobe), run prep/utility (influence/control thoughts to force a target to turn off a security system, call in a false alarm, whatever).

With Sympathetic Linking in SM it becomes much, much more useful. You'll need to do legwork to get a ritual link, but the ability remotely manipulate people important to your run, who can't always been in a ward, can be very useful for clever players.

But the best skill? No.
Demerzel
QUOTE (emo samurai)
YOU'RE the one [ . . . ]

I'm guessing on that btw. I just thought that he was group freelancers, so it was a decent bet based on context.


And as to the Ritual thing:

Ever have a time you wish you had 40 dice for a spellcasting test? Could you have found a way to take [force] hours to cast it, and found a few friends?

The second I put my vote in I regretted not picking ritual. Espeically now that material links have been reintroduced. The core rulebook ommitted it and I thought that they just choose to strip what used to be a key point in SR fluff. But it's back and a good ritual group that can work together can name their price for a ton of things...
fool
spell casting cause there's so many times you don't have time to do ritual (combat)and there's so many things that spirits can't do (heal you fopr instance).
However, summoning is a close second if they did a decent job of fleshing out what constitutes a physical service (can air spirits now take the place of a levitate spell? can earth spirits dig massive holes down to that under ground bunker for you? etc etc.
Haven't gotten the new book so I can't speak to ritual realy except to say that it takes too long to be useful often (like when you have a run that has to be done that night.) in combat at all.
I'm surprised no one voted for binding over summoning since a bound spirit is way more useful than a summoned one.
My real runner up though would defintely be counter spelling. Especially need to add some counterspelling foci and sheilding so that you might have a chance of blocking an incoming spell.
Ancient History
QUOTE (emo samurai)
YOU'RE the one who decided orichalcum doesn't take away karma cost anymore? A pox upon thy fucking house! mad.gif

There are decisions I made as the writer of the enchanting rules, and there were descisions others made I had to work in. That's not to say maybe I didn't eliminate the less-Karma-per-unit-of-orichalcum rule, but don't make too many assumptions. 'sides, I warded my house. Your poxy little pox can't do /squat/.
Shrike30
QUOTE (emo samurai)
YOU'RE the one who decided orichalcum doesn't take away karma cost anymore? A pox upon thy fucking house! mad.gif

ohplease.gif
Slithery D
QUOTE (Demerzel)

And as to the Ritual thing:

Ever have a time you wish you had 40 dice for a spellcasting test? Could you have found a way to take [force] hours to cast it, and found a few friends?

This was good in SR3, but isn't possible in SR4. With teamwork rules, your added dice from people aiding you in the ritual are cut by 2/3. And then you've got the force cap. The only groups ritual that can do in SR4 what a normal group could do in SR3 is 30 blood mages using Great Ritual to get enough dice and Sacrifice to handle the drain so they can put those successes to work. Good luck with that.

The only real use of group ritual spellcasting is maxing out your Force/successes (which won't be too high) with a few friends. The best use is just the ranged spellcasting part of it, at the cost of time and making a link somehow.
Thanee
QUOTE (emo samurai)
YOU'RE the one who decided orichalcum doesn't take away karma cost anymore? A pox upon thy fucking house! mad.gif

That rule was broken beyond belief. Glad it's gone. smile.gif


Voted Spellcasting, because there is no real contest. Summoning is great, no kidding, but nowhere near the power and utility (and cost in Karma (for the spells) biggrin.gif) of Spellcasting!

Banishing is by far, far, far the worst of all the magical skills. It's so bad, it would still be bad even if you got it for free on the same level as your Summoning (or rather Binding, which would make a little more sense probably).

Bye
Thanee
Slithery D
QUOTE (Thanee @ Sep 5 2006, 08:00 PM)
Banishing is by far, far, far the worst of all the magical skills. It's so bad, it would still be bad even if you got it for free on the same level as your Summoning (or rather Binding, which would make a little more sense probably).

Worse than Astral Combat? I don't know. And, uh, Banishing is a lower drain and faster way to get rid of a hostile spirit than a mana bolt against...a high force SM spirit that has Magical Guard? Yeah, that's the ticket.

Actually, Frank Trollman suggested a "fun" reason to have banishment - banish, control, and then bind spirits not of your tradition so you'll have access to unique spirit powers/services you wouldn't normally have. Efficient? No. But fun!
krayola red
What's wrong with astral combat? It helps keep people from beating the crap out of you kung fu style while you're out and about on the astral plane.
Cabral
QUOTE (Ancient History)
There are decisions I made as the writer of the enchanting rules, and there were descisions others made I had to work in.

Aside from brokedness versus unbrokedness, it seems that Enchanting is greatly diminished in SR4. How do you view the function and utility of Enchanting as a PC skill (as opposed to a background NPC task that will likely be handwaved as opposed to meticulously rolled out)
emo samurai
Heehee, permanent orgasm spell. o_o
QUOTE (Thanee)
That rule was broken beyond belief. Glad it's gone.smile.gif

It's not broken if I like it. mad.gif
Ancient History
QUOTE (Cabral @ Sep 6 2006, 01:30 AM)
QUOTE (Ancient History @ Sep 5 2006, 06:43 PM)
There are decisions I made as the writer of the enchanting rules, and there were descisions others made I had to work in.

Aside from brokedness versus unbrokedness, it seems that Enchanting is greatly diminished in SR4. How do you view the function and utility of Enchanting as a PC skill (as opposed to a background NPC task that will likely be handwaved as opposed to meticulously rolled out)

In general, I'm actually happier with Enchanting now than in previous editions. It is not (as much of) a gold mine as it was in earlier editions, where players would seriously debate the merits of shadowrunning vs. alchemy for a living. Characters with a very moderate level of skill can accomplish a number of basic tasks - like crafting fetishes or preparing vessels - without having to devote the same level of Karma and nuyen necessary in previous editions. Frankly, the number of options for players has increased significantly - magical compounds being one of my favorites.

Players that do choose to tweak their characters into serious enchanters and invest a good deal of time and money in them will find that it can be a very rewarding process - but they're still probably not going to break anyone's piggy bank.

There is very little from former editions that was left out - primarily a couple of obsolete foci and an analysis technique that was almost never used. Several areas were clarified and expanded upon to a greater degree than in any previous edition, such as unique enchantments. From a strictly flavor viewpoint, I really like how the clarified descriptions and greater number of options on reagents came out.

Of course, there are a few things I can't tell you about yet. wink.gif
Jaid
QUOTE (emo samurai)
Heehee, permanent orgasm spell. o_o
QUOTE (Thanee)
That rule was broken beyond belief. Glad it's gone.smile.gif

It's not broken if I like it. mad.gif

actually, i would argue that if you like it, it probably *is* broken wink.gif

in any event, here's your solution: houserule it just like you houserule in all the other broken stuff. it will take you about 2 seconds, and you're the GM, and i know you don't have a problem houseruling stuff, so why do you even care?

anyways, since edge can surpass the limit of force on spells, i would say massive ritual spellcasting works just fine... as long as the main caster is a high-edge human wink.gif

anyways, it's way too hard to pick just one skill to be the best. it really is just too situational.
Demerzel
I took over from a GM who really underutilized magic and the teams magicians walked all over the whole world. The two poles of power that they are influencing the team primarily is a Insect Shaman infiltrating a troll street gang, and a free spirit.

But since Street Magic came out I've added in a group of human nuns who will be used as an occasional encounter and a guiding influence keeping them from straying to far into inhumanly evil acts. Sister Mary Claire, Sister Mary Lou, Sister Mary Margaret, and Sister Mary Helena, are all very lucky girls. =)
Demerzel
Point being that they will learn the usefulness of many magical skills, but most vexing may be that little ritual group.
krayola red
QUOTE (Demerzel)
I took over from a GM who really underutilized magic and the teams magicians walked all over the whole world.  The two poles of power that they are influencing the team primarily is a Insect Shaman infiltrating a troll street gang, and a free spirit. 

But since Street Magic came out I've added in a group of human nuns who will be used as an occasional encounter and a guiding influence keeping them from straying to far into inhumanly evil acts.  Sister Mary Claire, Sister Mary Lou, Sister Mary Margaret, and Sister Mary Helena, are all very lucky girls. =)

What, no Sister Mary Poppins?
Demerzel
Mary Poppins was clearly a blood mage.
krayola red
The best kind of nun is the kind that's also a blood mage.
Cold-Dragon
Talking parrot heads on umbrella's is definitely the work of a Gris Gris container or some other posessing tradition. wink.gif

Pardon the voodoo reference. it'd work better if it's a real parrots head on the end of that umbrella, lol.
FrankTrollman
QUOTE (Ancient History)
Actually, I voted for enchanting, for obvious reasons.

Funny, I voted for Summoning for the same reasons.

Anyway, can we agree as to the worst Magic skills? Ritual Spellcasting and Banishing are both pretty underwhelming...

-Frank
Cold-Dragon
I think the main cause of 'worse skills' is

a) when you fix one fluke to make an advantage, but not another (ritual spellcasting)
b) after paying for so many skills so far, you have yet ANOTHER to consider? (banishing)

Both apply in varying degrees to the other skills not as popular. summoningg and spellcast are the bread and butter - they WILL be the most useful because they do all the important stuff.

ALso, people just like being able to do it all half the time, whereas with general skills like all the different guns, well...a gun is a gun is a gun. it's easier to get over not toting a certain type when you like another, but if you're a spell slinger, you might yearn for that occasional spirit, and realize you can't reall take advantage of it because you'd need several ranks.

Course, that's also because we all enjoy making 'bang' noises too, lol.

little packages - they always suffer.
laughingowl
Summoning here:

Especially with SR4 and even mages getting into the insta-fun summoning on the fly...

Spirits are just soo much fun.

Besides they never have headaches ... (although you might after calling one)
Thanee
QUOTE (Slithery D)
Worse than Astral Combat? I don't know.

Very much so. Astral Combat is quite useful (also defensively). Not on a level with Spellcasting or Summoning, surely, but at least it does something.

QUOTE
And, uh, Banishing is a lower drain and faster way to get rid of a hostile spirit than a mana bolt against...


Lower Drain? A Force 11 Stun Bolt only has 4 boxes of Drain and is probably the closest thing to a guaranteed spirit disruption. That's the equivalent of banishing a Force 6 unbound spirit in terms of Drain. And once you try banishing bound spirits (not that you necessarily know that beforehand) or higher Force spirits the Drain becomes extremely high. And that's usually in a combat situation, where you really do not want to run around with 8 boxes of damage or something like that.

And considering, that the banishing attempt then doesn't even work, if you do not score enough net hits (you only need one with the spell), but only reduces services (that very well may have no immediate effect), that's pretty suck-a-licious.

Bye
Thanee
knasser
QUOTE (krayola red @ Sep 5 2006, 04:29 PM)
I vote Spellcasting for one reason, and only one reason.

That reason's name is Orgasm.


Uh, no. Ritual Spellcasting. Let's you get even more successes with the Orgasm spell! Isn't it better when you have a few friends to help you? (Assuming that they have high skill ratings).

And maybe you could combine Ritual Spellcasting with increasing the area effect as the rules say you merely have to withold dice from the spellcasting pool rather than achieve successes to expand the radius. Can't wait until my Discordian cabal hits the Bellvue mall with a giant Orgy spell. biggrin.gif
Dranem
Astral Combat: The perfect way to dispose of those dual natured creatures....
I used to love it in 3rd Ed. It was almost a requirement to defend oneself from astral mages grounding spells through you.

But I'm going to pick Enchanting for the mere reason that I love Talismongers.. and I so want my 4th Ed Talismonger to actually be able to do stuff now smile.gif
Slithery D
QUOTE (Thanee)
QUOTE
And, uh, Banishing is a lower drain and faster way to get rid of a hostile spirit than a mana bolt against...


Lower Drain? A Force 11 Stun Bolt only has 4 boxes of Drain and is probably the closest thing to a guaranteed spirit disruption. That's the equivalent of banishing a Force 6 unbound spirit in terms of Drain.

That was an "uh" of hesitation and embarassment, not a "duh" aimed at you. Spirits really need SR3 style personal spell resistance dice equal to Force. Make spirit Magical Guard limited to providing the same dice to others and dispelling, rather than making the spirit itself a harder magical target.
Thanee
I was just wondering about the 'low drain' and 'fast' there... I don't really think either is appropriate to describe Banishing. smile.gif

Bye
Thanee
FrankTrollman
The fundamental problem with Banishing (and for that matter decompiling) is that it is fundamentally easier to break things than to create them. The bomb that levels an office building costs much less than the office building took to erect; a Force 9 Manabolt costs 4 Drain and the Heal spell to partially clean it up costs 8. Bullets cost less than guards, and that's as it should be.

So when a skill comes in and offers you the ability to destroy something for the same cost as it took to build it - that's a bad option that people will almost never use. Counterspelling has that problem too (when was the last time you saw anyone dispel an ongoing effect?) - but it is saved from the dustbin by the fact that its supposed secondary purpose - providing extra dice for spell resistance tests - is incredibly awesome.

Banishing got slightly more exciting now hat you can add those dice to attacks of will against spirits, and slightly more exciting again now that you can use it to Pokemon some spirits with extremely different power sets from the spirits that your tradition conjures. But it's not the Counterspelling Spell Resistance, so Banishing still isn't good.

-Frank
Slithery D
QUOTE (Thanee)
I was just wondering about the 'low drain' and 'fast' there... I don't really think either is appropriate to describe Banishing. smile.gif

Well, for "fast" I was proposing you were up against a spirit with Magical Guard, which might take two or three mana bolts to knock out. If it only has one service, you could banish it in one turn! Wow!

lick.gif
X-Kalibur
QUOTE (knasser)
QUOTE (krayola red @ Sep 5 2006, 04:29 PM)
I vote Spellcasting for one reason, and only one reason.

That reason's name is Orgasm.


Uh, no. Ritual Spellcasting. Let's you get even more successes with the Orgasm spell! Isn't it better when you have a few friends to help you? (Assuming that they have high skill ratings).

And maybe you could combine Ritual Spellcasting with increasing the area effect as the rules say you merely have to withold dice from the spellcasting pool rather than achieve successes to expand the radius. Can't wait until my Discordian cabal hits the Bellvue mall with a giant Orgy spell. biggrin.gif

Bold emphasis mine... uuhhhh... circle jerk? rotfl.gif
Dudukain
Spellcasting. Me make stuff go BOOM!
NightHaunter
Assensing.

Knowledge is POWER.
Shrike30
Ritual spellcasting! Nothing like telecommuting teamwork attacks ork.gif
HeySparky
I'm with you Night Haunter.

Assensing. All the way.
fool
I originally voted spell casting a long time ago, but with the new rules on possession based traditions, and having looked at the new spirits, I';m thinking binding is pretty fraggin awesome.
BishopMcQ
Summoning FTW!
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