QUOTE (Tymeaus Jalynsfein @ Apr 29 2011, 10:00 AM)

How arrogant. First, I do not assume that we are immediately talking about an optimized Magician when a Magicial character is mentioned. I assume that we are talking about an individual who has an actual place in the game world. The fact that the AVERAGE magician (across the board) has a Magical Attribute of 3 apparently makes no difference to you.
Shadowrunners are not average, next point.
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Secondly, why, exactly, does a Magic 2 character have no place in a thread talking about House Rules for Combat Spells? And Why does he have no place in a Shadowrunning Team? The first is extremely relevant to prove that Direct Damage Spells are NOT overpowered in the least. It is simply a perception that does not bear up. The second is so subjective that I am amazed that you even brought it up. The FACT that is occurs in games I play in refutes completely your assumption. And in fact, the Magic 2 Character is far more valuable of a character due to the sheer versatility that he brings over the Combat Spells that the others bring. If he wants to cause Damage, He is going to use a Weapon, not spells.
Because unoptimized don't break the game system. Optimized characters are the ones who test out game balance. If your magic 2 mage being over powered in your team, that's their problem, not the game rules.
Furthermore, don't put words into my mouth. I allready explained why a magic 2 magician should be cautiously allowed on a team at best, but I never said they should never be allowed, just that a GM has the right to ban them should they believe it would be disruptive, for one reason or another.
If your magic 5 character is far more valuable than a magic 5 character, either the rest of your parties characters suck, or you're playing a twink build just using the absurdly cheap magician positive quality to give you a boost without making the sacrifices a magician character is supposed to make for their power.
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Wrong. No Assumptions are, or should be, made. When we create a team, we talk about what we want to do. then we do it. The team knows exactly what they will be getting. The Magic 2 character IS a strong magician. Just not an overly optimized monstrosity that has no real place in the world. Magic 2 can reliably do everything that you indicated above. It takes some planning and forethought, but it can be done. If you think that it cannot, then you do not put enough thought into your characters. Let me ask you thins. If you were playing a Mage with a Low Magic, whether he started out that way, or ended up on the path to Burnout, what would you do to make yourself useful? That is the connundrum of the Low MAgic MAge. It is not all that hard to solve, actually, but it is something that takes some thought. Subtlety is your friend when you have a Low Magic Rating. You will never pull of the flashy magic that the High magic Combat Mages do, and that is okay. Want a combat mage that will let everyone know where he is, get that Magic 6 Mage. Want a Mage that is forced to be innovative because his Magic Rating is a little lower? Well, there are plenty of them out there. There are FAR more mages with a Magic Attribute of 2-3 than there are with a Magic of 5-6. The Magic 2 character will be force to find alternatives to directly attacking something, and you know what? It works. The Magic 2 character will likely not leave carnage in his wake. And you know what? That is good. A MAgic 2 character is definitely filling the role of a Mage, as it was meant to be filled. Just not at a world shaking power level, as you claim all of your mages are. Not everyone can be a Mage with a 5 or 6 in MAgic Attribute.
Funny, I never mentioned your group, and honestly this entire paragraph is borderline irrelevant. I understand how to make strong magician characters with a low magic rating, it's not hard, but those characters are not good because they are magicians, but because they have mundane skills, also they have some tricks they barely paid for. I don't know what your obsession with "average" characters, but I assure you most people who post in threads about game rules and optimization are not talking about an average mage, they are talking about serious magician who hs focused heavily on their magical abilities. Also, you seem to think for some reason the only reason to have a high magic is combat spells. The last combat mage I played used his stunbolt spell once every 3 or 4 sessions, and he was a grade 2 initiate with a 6 magic. When I needed someone dead, I shot them...or summoned a fire spirit.
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Your argument about Spirits is even weaker. You can take out a Force 6 Spirit with Small Arms quite easily, so whjy is a Force 2-3 Spirit a problem?
Getting past 12 hardened armor isn't easy, it either takes heavy guns, special ammo, or special forces level skill. Shadowrunners often have this, Lone Star and rent a cops usually don't, at least not before reinforcements arrive. A Colt America, on the other hand, gets through a force 2's armor easy using normal rounds, two shots and the thing is gone, even from a gangbanger with 3 agility and 2 pistols. I'm sorry, but if you think I have a weak argument saying that low force spirits are not strong in combat when compared to high force spirits, you need to take a math class.
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You really do not get Magic if you believe that anything under Magic attrribute of 5 is useless.
As for Underpowered. The character I play has MORE options than any other character in the game, for solving problems. So, he cannot incinerate a Tank where it stands with a simple wave of his hands. Big deal. Can that Combat mage be Subtle? I have yet to see it. The biggest problem with Magic that I can see is that when you play a High Magic Attribute Mage, you want to use that High Magic Attribute. They choose the big spells, Why? So they can solve everything with Big Explosions, and Big Effects. The argument that any Background Count shuts down a Low Magic MAge is false, it just forces them to compensate in some other way. Can a High Magic Mage do the same? Of course he can, but that is not the point.
Once again, you are putting words in my mouth. Lookup a strawman argument on Wikipedia, I'll wait.
You done?
I never said magic less than 5 is useless, I did however say that a character who is a magician character is going to be someone who's primary contributing factor to their team is their magical abilities. A mage 2 mage has some cool useful tricks, but a strong character magic 2 does not make. Your character is then relying on their mundane skills to fulfill their party roles, which means they are not a magician archtype, they are a guy who is good with a gun, who can also cast spells. A high magic doesn't just make your combat spells better, I have mentioned time and time again, even in this thread, magic SUCKS at killing people, even with a high magic score. Guns are more effective, cheaper, less likely to draw attention, and don't cause damage to you when you use them. However a force 5 air spirit providing concealment, or a force 5 trid phantasm spell, that kinda stuff is useful.