QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

I think there's a difference between 3.5 and SR which lies in the nature of defense. In 3.5 there's supposed to be effective defenses to attacks, you're supposed to be able to trade attacks with your foes for long, epic fights. In SR it's more lethal and defenses are far less effective; the "glass cannon" syndrome written large. The relative power of the cannons doesn't really matter because they're all still made of glass.
Agreed, 3.5 is much more concerned with having appropriate counters to all sorts of attacks. Even if attacks hit really hard, there's an answer to everything.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

I think the real issue is most of us don't play at that level. I don't, because that level of lethality can lead to a lot of character death and I tend to like my characters and if they keep dying it's hard to get attached. We play at a lower level because that allows for semi-effective defenses. It also generally allows players to specialize while allowing others to contribute. For example, an unoptimized hacker might not be able to hack every security system, so someone has to charm a guard or use an invisibility spell or cut the power. And that's generally a better story than a single optimized character doing everything in his field and never needing help.
So there's really two kinds of SR games IMO, the "high-optimized" ones where lethality is extremely high and each character dominates their field and "low-standard" games where the lethality has been toned down and characters need to cooperate not only on the overall goal but for individual tasks as well.
The problem I've always had with mages is they always seem to play like they're in a "high-optimized" game even if we're in a "low-standard" game for three reasons: simple mechanics, build structure, and the lack of effective defenses.
Yes.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

In terms of simple mechanics, I mean how many different die rolls it takes to achieve something. I actually think the mechanical rules for mages are almost too well written, I found them the easiest set of rules to learn and it takes very few roles to achieve clear results. Where a hack might require 6-10 different rolls from different dicepools or a successful con might take two or three rolls to find out how well you "really convinced them", magic requires 2-3 rolls most of the time to achieve clear mechanical results. This doesn't just mean magic is a lot simpler, it means magic tends to get used more. While it might be more efficient "in game" to do a bunch of complicated rolls to sneak/hack/con past a door guard, in the real world we'd rather the mage just mind-controlled him in 20 seconds (no fuss-no muss) rather than spend 10 minutes rolling it all out. For comparison, imagine if the hacking rules were changed to "Roll exploit, then skill, resisted by Firewall". Mentally rebalance to dicepools however you want but a lot more hacking would get done and that would make it more powerful, especially in terms of perception. In short, magic is simple and straightforward while other methods are generally more complicated or "fuzzier" which leads to more magic use which leads to more magical power, both perceived and real.
Well-put. And I think I'd prefer simplifying hacking and combat to be similar in difficulty to magic rather than the other way around. A certain level of rules complexity allows multiple ways to do things instead of merely brute power, but SR is topheavy IMO.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

Second, optimization is built-in for mages. The simplicity is one part, initiate and boost Magic, but all the coolest fluff for mages is locked up in initiation. It's rife with awesome Masonic imagery and the whole concept ties into personal growth and understanding, which is something most people want for their characters. So for mages not only is the path to optimization simple but it's lined with some of the best RP/fluff candy in the books. For your bog standard mage, initiating is basically their pre-defined character growth path. This leads to situations where mages always optimize, if not at chargen then as games progress. It's not the simplicity of initiation, it's that initiation is really cool thematically and provides great opportunities to RP AND optimizes your character.
Yes. While simplicity in mechanics is admirable (as long as it doesn't remove options; magic mechanics are simple principles powering a wide range of spells), we need better "dials" to adjust magic power levels, a better curve.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

Finally, I think the lack of effective magical defenses also plays a big roll. To be fair, there aren't a lot of good defenses against an optimized sam or a pornomancer either, see the "glass-cannon" situation above. There are a lot of situations, however, where there simply are either no effective defenses, no effective defenses which don't involve another mage, or defenses which very quickly lose their power and effectiveness. Other people have expanded on this before but it feeds into the above problem: for "low standard" games there has to be some semi-effective defense. Cheap armor or firewall upgrades are easy examples of defenses a minion or character could easily have which in a low powered game would provide at least semi-decent defenses. As games shift to "high-optimized" these defenses become too expensive/too unbelievable for minions to have. Magic defenses beyond basic wards, however, almost always seem either too expensive or too unbelievable.
I get the feeling nearly all of this boils down to the irresistible Stunbolt/Stunball. I don't hear anyone complaining about Fireball, since you get to resist that (somewhat) with armor and evasion. Plus, its drain is significant.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

In short, I don't think it's a problem of raw power. A fighter in 3.5 loses because fighters simply because fighters have few effective ways to kill high CR creatures. They can't do their key job. SR characters don't face that problem, the system is simply to lethal and gritty for that to be a problem. If you're looking for a 3.5 analogy, I think you should look at the wizard-cleric/druid divide. Most SR "classes" are like 3.5 wizards: very powerful if you build them right, much weaker if you don't. Whereas SR mages are more like 3.5 clerics and druids, just play druid and you'll be one of the most powerful characters in 3.5, no optimization needed.
That's a nice analogy. While a SR mage still has to make some choices, you do get a lot of stuff automatically. But I don't want to exaggerate this, because I think that particularly a high Agility works the same for Sams.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

PS. Two things which may come up. First, as optimization increases I don't think the problem is mages so much as adepts and mys-ads. There are few reasons I can think of for a highly optimized character to not avail themselves of magic and few builds that wouldn't be improved somehow by adept/mys-ads powers/spells, if not at chargen then over time.
Adepts with Improved Ability [something Matrix-oriented] and MysAds hacking with Analyze Device always struck me as the height of cheese. Even if it's RAW, it Should Not Be.
QUOTE (PoliteMan @ Jan 8 2012, 02:38 PM)

Second, for the "infinite advancement" argument, at high levels of optimization I've always been more concerned about technos/hackers/riggers breaking the action economy. A mage is a powerful entity, with three summoned spirits they're a team of powerful entities, but an optimized THR is limited only by how many agents/drones he can support, and with replicating worms featuring R6+ programs each of those agents can do a lot. It's not hard to imagine a high level THR with dozens of agents/drones taking hundreds of actions even while that character is asleep. I've never seen it, for the same reason I've never played Pun-Pun, but that would be my big concern.
This is why technology can be so scary. A THR can control theoretically infinite minions with the proper structures, all it takes is vast amounts of bookkeeping. It's the bookkeeping which keeps this from happening all that often, which is not the way it's supposed to go.
QUOTE (Yerameyahu @ Jan 8 2012, 02:47 PM)

I agree, Moirdryd, but I'm saying that minor magical security might as well be zero for all it does to the PC-mage, and heavy magical security kills *everyone*. It's very tough to challenge the mage just enough, and in a setting-realistic way (those FAB-walls are pricey).
But if the mage is so good at smashing through opposition, isn't that a signal that perhaps you're "playing below your challenge rating"? Time to get higher-stake jobs where you actually need all that power, where it's not just a luxurious surplus.
Once a mage is no longer enjoying a surplus, he needs to economize on what he learns, and one of the best ways to economize is to delegate to party members, who suddenly feel needed again.