QUOTE (Ascalaphus @ Sep 5 2011, 04:27 PM)
I was also thinking that making magic resistance more available to mundanes would do a lot to reduce the MagicRun problem/complaint.
Making the default resistance roll a Body+Willpower roll for example, in which mages are allowed to substitute Counterspelling for Body or Willpower if it's higher than one of those.
Or, introduce anti-magic implants/drugs. For example, implants which introduce a Mana Ebb of rating 1-4 or so purely on/inside their wearer. This means that mages won't want to use them, but for a Sam they're pretty effective, at the price of not receiving magical healing.
QUOTE (Ascalaphus @ Sep 5 2011, 04:34 PM)
That's an interesting idea. If different stats protect against different styles of magic, that's good for diverse mages*, rather than the current bias in favor of mages who put all specializations, mentors, foci etc. in one category.
* Because they can try to hit a weaker defense.
These are all good ideas. I believe what Magic is missing most, though, is a damage resistance roll for direct spells.
QUOTE (Brazilian_Shinobi @ Sep 5 2011, 04:41 PM)
Humanis, Night of Fury, SURGE, UGE, Goblinization, the Tirs, Aden razing Tehran because the Ayatollah decreed a Jihad against the Awakened? All these things make it quite clear that xenophoby is essential to the game.
We can simply put in new xenophobia. Why does magic still have to be special?
QUOTE
And now you are talking about a new edition of the game, not a reboot. If I recall correctly, every PLAYER CHARACTER of Earthdawn was Awaken (being a Magician, Adept or Mystical Adept) because you needed that edge to survive the game, but most people were still mundane. In Shadowrun, wares, theoretically leveled the game.
A reboot will hardly work without a new edition, right?
I've only played Eathdrawn for the briefest time. It did seem like the way the abilities were organised seemed sort of like magic and adepts in SR. So, yeah, everyone relevant was "awakened", even though it wasn't called that.
QUOTE
To be honest, I didn't play 3rd edition, just the 1st and 2nd edition, and I vaguely recall that the TN for the dice was the target's willpower. I don't remember if Essence did anything else for direct spells or if it was just healing, but now that we are talkiing, we use the same rules for healing when using any direct spells against cybered people.
The TN was often the target's willpower, so... yes, sometimes magic wasn't the answer. The problems don't translate 1:1, but it was definitely a fact that magic had an edge that could hardly be overcome by mundanes.
Anyway, just for kicks and giggles, I could present some insta-fluff why everyone in the world ends up as awakened:
In 2085, the dragon court decided to take definite steps against an imminent horror invasion. A united force of dragons began something akin to the GGD - minus the self-sacrifice, or so they thought. However, what the Horror's had really been after was the Dragon's fate-changing powers, and where the Dragons had thought they were safe, guess what, they weren't. The entire dragon court exploded in one big ball of mana, taking every GD in the world with them. The mana flooded both the physical and the metaplanes, wiping out a lot of meta-planar existance, AND the horrors, in one fell swoop.
However, on the physical plane, things ended up differently. Instead of affecting the world adversely, the mana was focused through each living aura, transforming the entirety of the world's population into magical beings.
Obviously this didn't go without side-effects: Previously harmless animals suddenly became capable of ridiculous things. The seas - already infested with strange monstrosities - became a very unsafe place to be. Global trade diminished as shipping routes became unsafe. The wilderness became an even wilder place. (meta)Humanity huddled up in even more condensed cities to avoid the influx of unleashed paracritters - all the while finding new ways to use their newfound abilities, usually for destructive purposes.
Game effects: Removes GDs, horrors and the like. We don't need over-evils, there are enough normal evils around.
Give everyone a magic stat equal to their body, or 6, if their body is larger, for free (yes, even technos), and either the adept, mystic adept or mage qualities. Define a few magical effects that can be instinctively utilised, and give them to non-intelligent beings. Life's a whole lot more fun if that rat could mana-bolt you
.
Etc. and season to taste.