QUOTE (Udoshi @ Dec 23 2011, 04:41 PM)

Two things I want to reply to: Vampires are capable of raising their magic rating directly through losing essence. Mana static doesn't raise your Magic. But Essence Drain does. (so a nosferatu with 18 essence and magic 6 can loose 12 essence and gain +6 magic. Not dice, actual stat points, for 12 hours. This is more than enough time to bind and summon spirits and work ritual magic. Especially when ritual magic now only takes you an hour to make the test. Yes, really. Do you remember the formula for how long ritual spellcasting takes? I do. In case you have forgotten, the Lodge rating caps the rating of things you do in it. So you need a high rating lodge if you plan on using this. Do you even KNOW the rules for lodges before assuming I'm getting them wrong? )
Yes, I DO know the Rules for Lodges (And you cannot start with one out of the gate above a 6, Special Table rules, or Restricted Gear Quality notwithstanding). I never said you got them wrong, but enough people have indicated effects that they don't possess, so I just wanted to re-iterate that they do not actually do what they are saying they do. No worries, Udoshi. I am not accusing...

I also understand the Abilities of Nosferatu and Vampires. However, they are not standard table fare for everyone, and are EXTREMELY optional. We do not allow Infected at our tables, so they are not an option that ever enters into the discussion. I think I said that above. You must have missed it.

As for Ritual Spellcasting. Yes, I know the Formula. But since you are using an OPTIONAL race that is not accepted everywhere, it does not matter. A Nosferatu/Vampire character is a Twink Build for Twink Purposes. It would never fly at our table. All other things being equal, a Standard optimized MAgician will take 6 Hours to complete a ritual.
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Aspected mana static is overpowered because it can give -12 dice to everyone's magic, magically turn that around to give you a +12 instead, all for the low-low-low cost of 5 karma to learn the spell, and having a spirit cast it for you. Even at a more moderate force, like 4-6, its still plenty good. Now compare it in terms of cost and effectiveness to the closest equivalent in the game system: A power focus. Just think about the cost-benefit ratio of both of those things, and you will see that aspect mana static is WAY out of proportion.
Here is where you are wrong... It gives (for the crazy Nosferatu Mage with Magic 12) a -12
MAGIC to everyone else, and a +12 Dice to the Twink...

A for having a Spirit cast it for you (A Spirit of Man, obviously) at Force 12, summoning the Spirit capable of casting that Force 12 spell is going to seriously hurt the caster, like as not (At least at our table, where he will spend Edge to resist that summoning). And even assuming the Spirit does so, it will probably take enough damage that he will be ineffective afterwards. Force 6 only gets 12 dice to resist that 10 Physical Damage (So, with bought successes, it takes 7 Damage, and with Average, it takes 6). *shrug*
As for cost/benefit ratios... Hmm, something permanent, that you can carry with you (And can have taken or lost), that never degrades (a Focus) vs. A Permanent Spell that has a very small area of effect, it Degrades hourly, and is Stationary. Not seeing such a big benefit there. Maybe you do, but I do not. Of course, I do not get in the habit of purchasing a High-Force Power Focus anyways. I am pretty happy with a Force 2 Focus.
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The other thing is that I am fully aware that there are a two levels to actually playing and discussing shadowrun. The first, what is technically possible, by the book, RAW, munchkinism, rules-fu, whatever you want to call it: In any given game system there are powerful combinations and ways to break the game. I'm sure you all know of things like Pun-Pun, the Omniscifier, locate city nuke, and the time traveling zombie coathanger - to poke fun at The Other Game.
But at the same time. I know that in an actual game, that is about having fun, and getting along with the other people playing, optimization tricks aren't really such a good idea. Most are too complex to explain clearly, the Gm will shoot down others, and the other players may not invite you back. There is a big difference between talking about what is possible within the system, and actually USING it in a game.
Before you start casting insults, saying I have no limits and no controls, I'd like to remind you, Tymeaus Jalynsfein, that there is a huge world of difference between an actual living game full of people, and a theoretical rules discussion. Some people, like myself, self moderate. Its not hard to play a character appropriate to the power level of the game you are in, while at the same time, having an awareness of how broken the system can be, but keeping them seperate.
And I think that is something people on dumpshock tend to forget.
As I said earlier,
Udoshi, No worries. I was not actually insulting you (at least not intentionally... after re-reading the post, I can see how you may have thought so), it was just an observation about the tendencies of Dumpshockers. Lets build the most overpowering, rules-raping, uber-twinked character we can, use all the loopholes, and then complain about how broken something is. It is very... Annoying. So I apologize.
I am glad you Self-Moderate. I do too. That is a tactic that is often sorely lacking these days...
Personally, I think that it is a complete waste of time to prepare thought experiments with crazy, out-there concepts, that have no business in actual play. Sure, what is Theroetically Possible can be an entertaining thought experiment, and may point out weaknesses or abuses in a system, but keep them as experiments and out of the actual game discussion. We were discussing Game play, not Theroycrafting.
I was responding to comments on actual play (I think I said that a few times, so it was not a discussion of the Theoretical abuses that can be obtained, but the actual use of the spell in play), and what was possible IN ACTUAL PLAY. I have NEVER seen AMS abused like those who say it is so overpowered. NOT ONCE, in game. I do not care about the Thought experiments at that point, they are obviuoulsy skewed or outright wrong. If arguments are going to be based upon a thought experiment, then there are a TON of things in Shadowrun that should be reworked. Fortunately, most of those things are not actually broken in play. And it has been my experience that AMS is not broken in play; no more so than the standard Mana Static Spell.
All in all, I have thoroughly enjoyed seeing others thoughts, theories, and experiences on the subject. Apologies if I rubbed anyone wrong.
Keep the Faith.