QUOTE (Tymeaus Jalynsfein @ Jul 12 2013, 10:53 AM)
Funny, we do not seem to have any of the problems with the Mental Manipulation Spells that you apparently do. Do you use things like background count, wards and spell detection devices?
I use them all. They're all of limited use, though. It doesn't matter if an individual detects a spell when you have captured their mind and control their thoughts. It would matter if they had any friends around, sure.
Mind reading and mind control spells are over powered. Period.
QUOTE (Mantis @ Jul 12 2013, 01:41 PM)
So you didn't place a high availability on spells like stun bolt? Your first post says you did and if I were playing a magician and I knew there were spells like that out there why wouldn't I try to get them? You would not be writing your own spells just for the 'overpowered' mind control spells. I don't find those spells to be over powered anyway. As Tymeaus points out, things like BGC and wards are there to help you as GM keep your magicians in check.
As for Samurai having equivalent abilities, that was not my point. Armourer is the skill equivalent for samurai as arcana is to magicians. You use it to customize your gear, guns and armour in the case of samurai and spells in the case of magicians. So, do you also advocate making it harder for the samurai (or hacker or rigger) to get the tools for their job? If not this is just the usual squash the magicians rules change.
If you are going to apply something that so affects the core of one character type you should consider doing it to all characters unless your goal is to make magicians a less attractive option. If the problem is spell casters running rampant over your opposition, try using their tactics against them or using things like BGC or talking to your players and explaining the problem.
The availability changes aren't going to prevent a determined player from getting what they want and may end up encouraging other less desirable behaviour.
Did you not look at the file? I put stunbolt at Availability 13. Mindprobe on the other hand is 26. That's a big difference. Stunbolt is still totally attainable through contacts or restricted gear. Mindprobe would get you the attention of the CIA or Tir Ghosts if you started putting out feelers to find it.
Sorry, once again, your analogy to Armourer is a red herring. It has no relation to this at all. Armourer is NOT a skill equivalent to Arcana. The end product of those two things is nothing even remotely similar.