QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
Why magic is OP pretty succinctly:
Yeah, I like to take a more positive view of things. Magic has got problems, problems that should, and probably can, be fixed.
QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
Any toys mundanes can use mages can also use. In the new 4E mage friendly matrix verse even that realm isn't closed off to them. Cyber is the only pieces of gear that actually forces magic users to make careful decisions on build rather then throwing money at the problem and even then they have mitigating factors or a whole host of cyberware with gear duplication. (Smartlink, Trodes etc).
Mages pay for those toys too, and the price tends to be higher, since anything that costs Essence costs a mage "double". I'm not so happy about a lot of the non-Essence gear either, and I think that was a bit of a mistake on the development side.
QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
One skill to rule them all: A mundane wishing to expand their utility base must purchase additional skills (discounting skill wires, which without piracy are no longer viable and had their own built in drawbacks to start with). Skills get progressively more expensive the better you get at them. Mages on the other hand can just buy a new spell doing what they want to do with karma and go from zero effectiveness in an area to maximum natural effectiveness in it in one expenditure. A blaster mage who has never healed anyone in his life buys a heal spell and is suddenly 100% competent at it. A like street sam must start at first aid 1 and a medkit.
Skillwires should be affordable. Activesofts should be. Actually, I think it should be possible to use Activesofts on-demand; instantly available when you need it. And pay-per-use; say 10
per point per use or so. So that in the sudden case that you need to parachute-jump, you can, without breaking the bank. That'll let you play a hyper-flexible Pretender, which I think cyberpunk deserves.
Anyway, implant-Attribute boosters do a good job of making mundanes very good at skill checks. Muscle Toner 4 on a decent Agility means that you're basically competent at every Agility-linked skill that you put a rank in to avoid defaulting.
A Sam that picks up Cerebral Booster 3 and a R6 Medkit suddenly has Log+9 dice to heal people, which isn't too shabby for a guy who never cared about anything but gunfire before.
QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
Outside of the realm of the matrix there is nothing that cyberware or gear can do that some form of magic can't duplicate, this combined with the above creates a real problem. Conversely there are things magic can do that ware cannot duplicate or at least not duplicate easily. Want to be faster, improved reflexes (the spell that does more to destroy game balance then any other in the game IMHO). Want to be tougher? Armor.
There aren't all that many things magic can do that tech can't simulate somehow. And while there may be a spell for almost everything, an actual mage tends to know fewer than 20 spells.
QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
If you take a mundanes toys away they are always nerfed unless their your build specifically allows for it. A street sam dropped naked into a pit with an opposing troll finds his entire firearms group effectively zeroed out. A mage suffers no such limitations they are at 100% of their natural effectiveness baring things that would have already been in play in the area anyway (BC, Counterspelling etc).
Actually, it's childishly easy to "disarm" a mage:
QUOTE
Magecuffs: A more effective and PR-friendly containment
measure than the magemask, magecuffs were first developed by
Lone Star’s Department of Paranormal Investigations in conjunc-
tion with the Star’s Penal Department. They’re designed to block
a magician prisoner’s ability to astrally project while incarcerated.
Commonly designed as a reinforced plastic manacle or collar, the
magecuff contains a circular tube of Force 1 glomoss (see p. 127,
Street Magic) suspended in a nutrient gel, a photoreceptor, tamper
proofing system, basic biomonitor, shock system, and a battery.
Should the magician attempt any magic, including astral per-
ception or projection, the incandescence from the glomoss triggers
the shock system, and the magician resists 12S Electrical damage.
The shock is designed to knock the magician out and jerk her astral
form back to her body. Attempting to remove the magecuff with-
out the proper deactivation code triggers the shock system. The
magecuff can be triggered four times before the batteries must be
recharged. Nearby magical activity
can trigger false positives.
They cost 1000
and have Availability of only 5. Of course, you're free to replace the taser with a bit of C4 if you like.
Also, your comparison isn't quite correct; Sams can get implant weapons, which are hard to disarm. I think the implant weapon rules need fixing (not Exotic, for a start, Availability < 13, second, and the possibility to be disguised as something legal). But they're available, in theory at least. Just put a poisoned needle in your pinky, or get venom-spitting bioware (hard to detect, curiously enough).
Complete disarmament in SR is a farce; I think many GMs will shy away from actually removing implants. Any enemies willing to remove implants should also be willing to implant a glowmoss-triggered cranial bomb in a mage, or the GM just isn't being equally vicious to both sides.
NPCs who deny entry to Sams with implant weapons should do the same with mages. After all, they're always armed. But how can they identify the mage, you ask?
* These are shadowrunners. Why the Sam is there is obvious. Same for the hacker. So who is this shifty guy with no apparent job? Maybe a mage. Unless he's good enough at social skills to convince you otherwise (and since you're using Empathy, Lie Detection and a socially-skilled doorbitch, that's a very hard roll for Logic/Intuition mages).
* Is there a SIN (of dubious authenticity) on file matching this person, with a license to practice magic? If the PC doesn't have a license, that can be bad. If he does, the local yakuza will know, because they're smart enough to bribe a bureaucrat at the Department of Arcane Craziness to get the list.
* Johnson will know if the team he's hiring has a mage.
* Powerful mages make a name for themselves. Spirits talk. They get seen in the Astral while doing patrols. Their own Warded home gets noticed by other mages. Word gets around.
* Hire a parasecurity company to loan a Bound spirit to assense people.
* Put up Wards on surprising places in your building, then watch on the cameras for people fiddling with Foci, that either got deactivated by surprise, or if they're re-casting spells after passing through.
* Casting a spell of serious Force is hard to conceal from a bouncer with good Perception (which is a job skill, and of course implants...)
Note that none of these require the NPCs to be Awakened themselves. Just to be people of some consequence. Who cares that the street bum didn't see it coming? They wouldn't stand a chance against the Sam either.
QUOTE ( @ Dec 29 2011, 12:12 AM)
All coutner-magic tactics come in one of three flavors 1) Require another mage. 2) Reactionary 3) Environment specific: In the first it's all about the magic run, in the second the mage has already got a spell off or you've ceded the advantage in some other form, In the third the moment you leave your awakened ivy FAB3 fogged fortress (which you will have to do at some point) all of it counts for naught.
Additionally counter mage tactics always run to binary states: You geek the mage first or otherwise selectively neutralize them. Players hate this and it's not a lot of fun for GM"s either as your either one shotting a guy every time or just devoting a lot of your time to carefully countering him.
I don't care if the mage auto-wins against low-end opposition. So would the Face, Hacker or Sam. Against serious enemies, the player gets what he's got coming for him. If he's the hotshot mage that's left several smoking craters behind, then he'll be first target, and he did it to himself.
Good defenses are based on good information. Magic isn't all that invisible if you know what to look for, and a real tough stronghold (like a secret R&D lab) sees the mage coming from a long way off,
especially if he gives himself away with heavy magic. If he's really subtle, then the player deserves to get away with a bit more.
Though I do think there should be a bit more clever ways of arranging magic resistance for mundanes, that doesn't require another mage. But you can go a long way with glowmoss and a sadistic engineer.
QUOTE (LurkerOutThere @ Dec 29 2011, 12:12 AM)
Finally and not for nothing: Mages run almost purely on Karma. Mundanes run both on Karma and Nuyen and the latter has an upward ceiling either before you can no longer improve yourself or the question can reasonably be asked why your still running. In any case situations come up on occasion where you will have your money reduced (expenses, double crosses, lost gear and vehicles etc) but you will by conceit of this being a roleplaying game you will almost always get karma.
This can become a problem. I think the GM should be careful about how to handle gear loss/gains, and perhaps institute some sort of cunning cash/karma exchange program. Of course, the use that mundanes get from karma shouldn't be dismissed as irrelevant either.