QUOTE (Ol' Scratch @ Jun 25 2010, 01:23 AM)

There's this idea out there. It's called "game balance." It's an obscure, rarely mentioned idea, I know... but it does indeed exist. And under this idea -- a crazy notion though it may be -- is the concept of making sure the primary options in a game are relatively balanced amongst each other. Unfortunately, magic isn't very well balanced, particularly against the amount of resistance a target can muster against it. There's two major ways of correcting for that imbalance; either giving defenders more ways to resist those types of attacks, or reining in the attacker so that he has to think twice before going all out.
Personally, I think it's a far better idea to go with the former than the latter. Magic is supposed to be strong and powerful and feared. When you can barely match a 35-nuyen grenade without causing major arteries in your body to burst, that's a BadThing. If you just allow people to resist those attacks a bit better, however, you get an end result where magic is still as potent as it should be, but people can actually have a chance of surviving the assault. There is no magical Armored Jacket or Magic Dodge skills in the game. And that's where the problem lies.
Well "magic dodge" is counterspelling and "magic armor" is "be a highly processed object". I'm saying that PCs using magic against NPCs is balanced, the Mage may be throwing out combat spells while his menagerie of spirits rampages about but that's cool, this is a game where the other characters have enough firepower to solo a platoon or are almost-cyborg ninja assassin or control a small army of robotic death machines. Despite all this over the top lethality can you still challenge your players? Certainly, many tools have been explicitly created towards that end. If security is being hammered by a spellcaster maybe the standard operating procedure is to pump FAB III into the room and dispatch the drones. There are options to let players have their fun, feel powerful and yet still have proper, well thought out in game defenses for such scenarios.
I completely agree that NPC vs. PC magic is very powerful, even with counterspelling if you have a Mage NPC with 6 magic say "Oh what the hell" and overcast a Force 12 Powerball, it would be dangerous and you would have no real defense. But there are
so many other things that are in the same category, at the very least:
- Snipers. Firing from long distances in unseen positions and easily dropping characters with their high powered rifles, ammunition and aim. It's perfectly realistic and there's zero defense against it. You might as well say "As you're running to your vehicle a sniper drops you" because the dice will be a formality.
- Explosives. With the abundance, quality and "chunky salsa" there's any number of "and that drone that flew through your fire into your midst was a kamikaze full of explosives" or "the room was rigged to explode if the alarm was triggered". TPK
At least you can geek the mage.
I just don't understand what is supposedly so unbalanced here. All character styles are powerful. As the GM you can defend against them all with the tools provided. All those same player character abilities when turned against the players are FAR too effective, and it's up to you to refrain from murdering everyone just because you can. Are your games featuring some kind of player vs. player combat? Because as addressed earlier that's also a matter of "who wins initiative". So I don't get it, why not let the mage play like a mage?
QUOTE
It's a simple fix:If you don't like it, don't use it. That's the point of this thread. Someone has a problem with the way it is. We proposed some solutions. If you don't like them, don't use them. That's what you should do.
What you shouldn't do is go railing off on how everyone else is wrong and you're right because you feel 'x'. That's cool. Feel 'x'. Feel 'XYZ'. Don't come in here saying that the collective posters on the thread are all wrong and fascists (which is generally accepted as at least an impolite thing to say to a person) because they don't do or think the way you do.
It's a forum, the whole point is discussion. I'm going to tell the OP I think his problem is a non-issue. I'm going to tell everyone who agrees with him that, in my opinion, they're wrong and the game is fine. I eagerly await counter-arguments, posit theories, concede points or provide new arguments. I think you're wrong and I'd like you to explain your reasoning, I want to understand why you think the way you do. Currently all I'm seeing is a lot of vague "magic SHOULD be dangerous!" that seems to be typical tyrannical GM prejudice fucking with mechanics. There's been no serious reason provided what-so-ever, everyone agrees that there's no magical defense that a player can independently acquire, and even with counterspelling they're nowhere as protected as when they twink out their 20+/20+ armor builds. Why does that mean a PC playing a Mage shouldn't be able to be amazing in combat? Everyone else can. Trying to make a caster refrain from casting seems to me to be as balanced as trying to force the gun bunny from shooting his guns, and for no other reason than "I don't like it".
Oh and if you don't like it? Don't reply. What you shouldn't do is try to tell me that I can't say that someone is wrong.
That's the "suppressing opposition and criticism", btw. What I'm doing is a little thing called "debate and discourse".
P.S. If an analogy written in air quotes truly offended you then I pity you.