QUOTE (Cochise @ Feb 21 2014, 01:02 PM)
First of all I'll have to remind you that just because some gear and magical stuff are listed in books like SotA'63 and SotA'64 that doesn't necessarily mean that all these things should only be available after 2063 / 2064. In fact many of the things in these books were either available during the mid-fifties in the 2nd Edition books like Shadowtech or in case of the magics could easily have existed before 2064 but weren't necessarily that well researched from an ingame perspective.
To illustrate this, note that Heavy Mortars and Howitzers first appear in SotA:63. Short of assuming that they were lost in the Crash and not redeveloped for over 30 years, they can't possibly be recent developments (they're generic, so they can't even be SotA versions).
QUOTE (Cochise @ Feb 21 2014, 01:02 PM)
NNow one of the explicit benefits of the Adept focus is that it allows its bearer to use a number of powers with a combined power point cost of (effective) magic attribute + focus force simultaneously. By implication this means that adepts must normally be restricted to the simultaneous use of power points equal to their effective magic attribute (which can differ from the actual magic attribute once magic loss and geasa are in play). This implication also affects the powers gained via the 20 karma rule as you noted yourself. Now the first problem with that implication is - quite obviously - that errataed RAW of the 3rd Edition doesn't explicitly state that limitation of power usage anywhere (particularly neither core rules nor MitS) and going strictly by the wording even unerrataed RAW (of Man & Machine) only introduced that limitation when an adept opted for bioware implants.
That's not quite the case—MitS p85 says: "Each level of mana warp reduces a character's Magic Rating […] An adept whose Magic is reduced in this way cannot simultaneously use more Power Points worth of powers than their effective Magic Rating." The "in this way" could be taken as exhaustive, but it's at least a precedent. Unfortunately, the example doesn't illuminate the interaction with rated powers.
QUOTE (Cochise @ Feb 21 2014, 01:02 PM)
To me personally all that never was a big issue, but Kagetenshi is one of the outspoken "enemies" of what SotA'64 brought about (and many of the things are available under 4th and most likely 5th as well).
You missed the Social Adept powers, which when combined with standard Face techniques reached near-mind-control level powers—my copy of SotA:64 isn't handy (I wonder why), but IIRC you could get -3TN for social skills from Kinesics (and +3 dice, I think? And maybe other stuff?). Add -2TN for Good Reputation 2 and you're looking at +1TN to convince someone Neutral to do something Disastrous for them. Depending on the interpretation of Friendly Face you might be able to mix that in during many in-run circumstances for -6TN; Aptitude can push that to -7 for a selected skill. That leaves the TN mod to convince an Enemy (+6TN) to do something Disastrous to them (+6 TN) at +5, which isn't nothing but is solidly doable, especially for targets with less than 6 in the relevant attribute. This is before getting into the other sources of extra dice a Face Adept would almost certainly have, like possibly some levels of Improved Ability (expanded to apply to, among other things, Social Skills) or Tailored Pheromones. This is before getting into the effects this has on Availability.
If the GM allows GLaKI (which apparently many do, since it gets a spot on the Edge summary table) that's an additional -1 to -2 depending on the user and target.
For the peanut gallery, note that this isn't even all of the Social Adept powers—just the only ones I can remember offhand. It might be possible to go even further (though IIRC IA:Social has the same 0.5PP/level cost as combat skills, so at least it's a big investment and you can't do everything out of chargen).
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Why should I fear an adept that has grade 3 who either allocates 4.5 power points constantly towards Pain Resistance (or "shuffles" them in by replacing others) when I can see the same with bioware (both in an adept as well as in samurais) in form of either Pain Editor (cheap but dangerous solution, that doesn't provide the full benefit) or Damage Compensators (more expensive but safer solution)?
For one thing, Pain Resistance is the best version of damage amelioration. Using the Edge Karma:Build Point exchange rate of 10:1, High Pain Tolerance costs 20 karma for 1 box (20 karma gets you 1PP which gets you two levels of Pain Resistance), and High Pain Tolerance is split between damage tracks while each level of Pain Resistance allows you to ignore a box of damage on
both tracks. The Pain Editor gives penalties to Intelligence and some Perception tests (admittedly with a bump to Willpower), and also doesn't work at all against Physical damage which IME is by a fair margin the most common kind of damage. Damage Compensators are comparable (if, and this is a big if, the GM ignores Stress and the suggestion to conceal the player's exact condition from them) but expensive—both in terms of Bio Index (1.8 standard, 1.35 Cultured) and cash (50k¥ for L2, 200k¥ for L5, 600k¥ for L9—200k¥, 800k¥, and 2.4M¥ respectively for Cultured). Exactly how the karma/cash ratio goes varies by game, but I usually expect characters to gain 20 karma at at least the rate that they gain 100k¥, and substantially faster than they gain 200k¥ (after expenses). If you add in surgery rules, the balance gets even worse.
I think the key here is that Damage Compensators have drawbacks beyond opportunity cost (even ignoring Stress)—the Adept can swap Pain Resistance in and out and raise Magic via Initiation, while the Damage Compensator-user is stuck with the consequences of the Bio Index full-time, and the only way to effectively lift that cap (reduce Bio Index) is to improve Bioware to Cultured (which, aside from Tailored Pheromones, only serves to reduce the penalties of Bio Index—contrast with Initiation, which provides other benefits at the same time it increases Magic).
QUOTE (Cain @ Feb 25 2014, 04:40 AM)
I don't recall anything in Sr3 that allowed power switching on the fly.
There isn't anything. The thing is, though, there isn't anything in SR3 "allowing" power switching at all, if by "allowing" we mean "providing mechanics for". Nevertheless, at least three separate parts of the rules (one superseded by errata) require Adepts to limit themselves to some subset of their powers, and none of them suggest that this is a fixed choice, so unless we assume they're disastrously worded even by Shadowrun standards there's clearly a way to switch. Only a few powers can really said have a distinct "activation" under normal circumstances, and while some of them (Rooting, Smashing Blow) give explicit actions or timeframes, others don't say anything—Quick Strike, in particular, can be no more than a Free Action, given that the whole point is that it's used when the Adept would not otherwise have an action. In particular it seems hard to argue that it would take more than a Simple Action plus a Free Action, given that that's what it takes to activate and then deactivate a Power Focus.
QUOTE (Cochise @ Feb 25 2014, 05:52 AM)
Can the adept make gradual use of the rating 9 Pain Resistance or is it a matter of "on" vs. "off"?
Actually, there's debatably support for the "no partial power use" view, though it isn't unambiguous. The example on MitS p86 says "Because [the effective-Magic-2 Adept's] Improved Reflexes 2 power has a cost of 3 Power Points, she cannot use it within the warp." There's no discussion of whether or not she could use it at level 1. I might try to dig up a copy of SotA:64 or pre-errata M&M to see if their examples shed any light. I guess there's also room to debate whether it's applicable to powers limited by level rather than cost, though it seems like treatment should be consistent.
That said, "on" vs. "off" penalizes Adepts for having powers of levels near their Magic rating. I think it would fix the "lots of Pain Resistance" problem, but at the cost of creating even more problems (admittedly most games probably don't have either lots of Mana Warps or Adepts who rely on Power Foci, but still).
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There aren't that many high-prized power that can be combined into a simultaneous use with a combined power point cost significantly above 9/10. Particularly the power of Improved reflexes turns out to be a real pain in the ass there:
Rulewise there's no precedence that the loss of initiative dice during a combat turn will affect initiative of that turn. Same goes for a reduction of the reaction attribute. Nor is it clear if Improved reflexes is a permanent or an "at will" power => One could argue that an adept could use Improved reflexes when determining his initiative but temporarily abandoning its use during his combat phases in favor of other powers, thus creating a situation where up to 5 power points are actually never used simultaneously with other powers.
Even setting that aside, the ability to swap out other powers as you take damage is potent—you could, for example, trade a die in your combat rolls (IA:Combat) to ignore the +1 from a Light wound, or trade three dice to ignore a Moderate wound. Under most circumstances that's a very good tradeoff—and when it isn't, you can swap your powers back the other way. Restricting swapping (by making it take time, or be done under non-combat conditions) reduces flexibility a little, but you still get to decide between your usual complement of powers and sacrificing part of that to ignore the effects of damage.
Just so it doesn't get lost, I'm still not convinced that this would be a terrible problem in actual play (at least up to some high threshold of karma), though the swapping issues
do need answers. I bring this up because it's part of the following fork:
1: I think that there's a diminishing return on Power Points such that removing the 20Karma/PP option doesn't substantially hurt Adepts (and such that I don't think removing it would inflate Initiation Grades substantially—my gut reaction is that the main effect is that some players who might have taken 3 grades and 1 PP might then take 4 grades). I suspect that Skills, Attributes, and maybe Foci are better places to go from there.
2: To the extent that #1 is wrong and Power Points
are a good place to spend that Karma, Pain Resistance seems like a pretty powerful way to spend those Power Points—powerful enough to maybe need some nerfing.
~J