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Ka_ge2020
I've had a Shadowrun conversion on the books since the beginning of time, but I've finally been motivated to get it finished before the sun goes supernova. In so doing, I was taking a gander at SR5 as the "latest and greatest" and came across its breakdown of magic users. One thing gave me pause and now I'm wondering about other changes. (That and I'm only referencing the rules for conversion and not cross-referencing them for actual play).

Anyway, my memory of Mystic Adepts were that you could do Sorcery and could sacrifice some of your Magic Rating for that so that you could have Adept power points. Thus, you could cast and get "physad busy, but you wouldn't be as good as the specialists in their niche/specialty.

In reading through SR5, it seemed to be referencing them having the full six (6) in Magic, but they could also buy Adept PPs for 5 Karma. Presumably there was a limit on that latter, but still that seemed like a big and powerful change despite only having two of the other types of magical skill (rather than three) and not being able to travel on the astral.

True, or am I missing something?

* * *

I was glad to see that Ritual Magic gets a look-in but also disappointed that it seemed so... generic? Could someone help me see the advantages other than bypassing limitations on conjuration? Is there a bunch of Tradition-specific rituals buried in a sourcebook that I just don't have to hand or haven't had the time to read through it yet?

* * *

Any other big changes from the last time that I actually played (SR2)?

(As an example of how that experience feeds back into the 'conversion/translation', I wanted to make sure that summoning always required ritual space. My memory of Shaman was that they could bypass this for Spirits...)
Kagetenshi
The big one is no grounding. I could give you some more changes between SR2 and SR3, but did not make the jump to SR4 and later so someone else will need to fill you in there—magic changed quite a bit in SR4 onwards.

~J
JanessaVR
Personally, I'm still on SR4 (with a few bits of SR5 here and there). Though, yes, I'd say the big one is no Grounding anymore.

Kagetenshi also demonstrates that most of us here have picked a favorite edition and stuck with it. I may be outnumbered by the all the SR3 people, but I'm still holding up my "4E 4EVER" sign. smile.gif
pbangarth
QUOTE (JanessaVR @ Apr 21 2023, 10:48 PM) *
Personally, I'm still on SR4 (with a few bits of SR5 here and there). Though, yes, I'd say the big one is no Grounding anymore.

Kagetenshi also demonstrates that most of us here have picked a favorite edition and stuck with it. I may be outnumbered by the all the SR3 people, but I'm still holding up my "4E 4EVER" sign. smile.gif



Hey, I swing both ways. 3 or 4, I'm easy.
Tecumseh
I'll try to go through one by one:

QUOTE (Ka_ge2020 @ Apr 21 2023, 10:54 AM) *
In reading through SR5, it seemed to be referencing them having the full six (6) in Magic, but they could also buy Adept PPs for 5 Karma. Presumably there was a limit on that latter, but still that seemed like a big and powerful change despite only having two of the other types of magical skill (rather than three) and not being able to travel on the astral.

True, or am I missing something?

This is true. Mystic adepts are very potent in 5th Edition. I would say that the broad consensus is "too potent" since almost every single character concept you can come up will be better if it's a mystic adept. Rigger, decker, anything that a mundane would generally do, mystic adepts can do better. This was an overcorrection from 4th Edition, when mystic adepts were very suboptimal. The superiority of mystics adepts one of the primary complaints behind the Magicrun accusation (which is not inaccurate, and I say that as someone who primarily plays Awakened characters).

Your limit for how many Adept PPs you can purchase is your Magic rating. The official rule is that you can only purchase these at chargen, not after, but some GMs house rule that.

QUOTE (Ka_ge2020 @ Apr 21 2023, 10:54 AM) *
I was glad to see that Ritual Magic gets a look-in but also disappointed that it seemed so... generic? Could someone help me see the advantages other than bypassing limitations on conjuration? Is there a bunch of Tradition-specific rituals buried in a sourcebook that I just don't have to hand or haven't had the time to read through it yet?

Most PCs do not need ritual magic. It has some interesting uses but it is very firmly in the "nice to have" category, definitely not "need to have". I tell players not to bother with it.

QUOTE (Ka_ge2020 @ Apr 21 2023, 10:54 AM) *
Any other big changes from the last time that I actually played (SR2)?

One of the biggest changes is your tradition matters much less than it used to. There was a wide divide between hermetics and shaman in 1E-3E, but that divide largely disappeared in 4E.

Hermetics can now summon anywhere and everywhere, like a shaman used to, and without the need for reagents or other summoning supplies. Shamen can now summon whatever they want regardless of domain. The traditions have slightly different lists of what types of spirits they can summon but the lists now largely overlap instead of being mutually exclusive (e.g. both now get elementals). Either tradition can get a "mentor spirit" as a Positive Quality, which are the equivalent of the totems that shamen used to get. Both use "magical lodges" which are the equivalent of medicine lodges (for shamen) and hermetic libraries (for hermetics).

They also use a different attribute to soak drain: hermetics use Logic while shamen use Charisma. These attributes are added to Willpower when rolling the drain resistance test.

Compared to the earlier editions, I would call the changes in summoning/conjuring the greatest. There are differences in spellcasting too. I'm rusty on my 2E/3E but I generally remember spellcasting falling into two categories: 1) Imma gonna shoot magical spitwads at you that won't do much unless I peg you right in the eye, but at least I won't get a headache from drain, and 2) Imma gonna blow your head off, but it's going to KO me too. Spellcasting is now something that most magicians can do productively each round as their default action and have it be effective. Magicians now know a spell at every Force, rather than having to learn a single spell multiple times at different Force levels. Drain is now a function of the Force level selected, which is chosen at the time of casting.

And, as the others said, there's no grounding.

Those are the high-level changes that should represent the changes between the core rulebooks reasonably well. We won't get into all the new traditions and wrinkles that they introduced in other sourcebooks.
Ka_ge2020
First, thanks for all the (swift) replies. Very much appreciated. Forgive any typos--I've got a broken hand in a cast and suffice to say that the laptop keyboard is not the most fun typing experience at the moment.

QUOTE (Kagetenshi)
The big one is no grounding.

That one I had caught. I always thought that it, and the "fix", weren't great implementations in the rules. If I bother going into that level of detail, methinks that I'm going to borrow from Cryptomancer.

QUOTE (Kagetenshi)
I could give you some more changes between SR2 and SR3, but did not make the jump to SR4 and later so someone else will need to fill you in there—magic changed quite a bit in SR4 onwards.

I'm glad that as, a child of SR2 who is looking at SR5 for reference, that I came here to ask for the expertise of others!

QUOTE (JanessaVR)
Personally, I'm still on SR4 (with a few bits of SR5 here and there). Though, yes, I'd say the big one is no Grounding anymore.

To be fair, I'm just trying to capture the best bits of them. Err, to my own definition of "best" of course.

QUOTE (Tecumseh)
This was an overcorrection from 4th Edition, when mystic adepts were very suboptimal.

It's good to have that confirmed. My gut is to have them go back to an MR of 6 and then selecting how much they want as Sorcery/magic focused and how much Adept focused. Then let the rest shake out in Initiation. That seems to cover the bases.

Of course, it will be fun playing that out in the Fourth Age but there you have it. smile.gif (Feel fre to ignore this. It's something that I'm doing as part of my return to Shadowrun. Alas it was much easier figuring out spell matrices in Fudge than it is in a more crunchy system. smile.gif )

QUOTE (Tecumseh)
Most PCs do not need ritual magic. It has some interesting uses but it is very firmly in the "nice to have" category, definitely not "need to have". I tell players not to bother with it.

As an "at the table" thing I can understand that.

At my own table, there's only one exception to the notion that RM is the "secret sauce" to the universe: Ritual Magic is how one summons elementals and spirits. This is something that I considered to be "borken" from 2E with respect to Shaman over Hermetics (too much abuse from a Cat Shaman back in the day).

(I'm still trying to figure out what "Shaman" stand given the abuse that Shadowrun in general did to them from an anthropological perspective.)

QUOTE (Tecumseh)
Hermetics can now summon anywhere and everywhere, like a shaman used to, and without the need for reagents or other summoning supplies. Shamen can now summon whatever they want regardless of domain.

Yeah, that's going to be something that I ignore: it's still ritual magic, at my table, and should be treated as such (if for no other reason than it once again reasserts the abuse given to "shaman" in Shadowrun).

In my own brain, I've started referring to what "Shaman" used to be as "Spirit Sworn" as a more generic concept to disentangle them from the anthropological "shaman " and how that might play out in the setting.

With that said, and again, I'm truly appreciating the update.

QUOTE (Tecumseh)
Magicians now know a spell at every Force, rather than having to learn a single spell multiple times at different Force levels. Drain is now a function of the Force level selected, which is chosen at the time of casting.

This will making the jarring sensation of a other system feel a little bit less, errr, jarring. So cool.

Thank y'all. This is getting me re-stoked about the setting, something that has been missing while I've been focused on mechanical things.
Nath
Another difference between SR1/SR2/SR3 and SR4/SR5/SR6 is the way damage are dealt, which affects Drain. Instead of L/M/S/F range, resisted with TN Force/2, since SR4 you get a number of boxes equals to Force/2+modifier, and, as for everything else, TN for the Resistance Test is always 5.

So while a Force 10F Manaball had decent chance of leaving the caster dead from Drain in SR3, a quite similar F10 manaball would likely result in "only" 4 boxes of Physical Damage in SR4. In my experience (YMMV), casters and summoners suffer a lot less from Drain since SR4.
Ka_ge2020
Just a drive-by thought, one of the "magic system design" rules, at least when it comes to having multiple types of magic, is to ensure that a secondary (etc.) system just doesn't repeat the same stuff that the other one does. I SR5, at least, the ritual spells kinda feel like they cover a lot of the same territory.

Now, with that said, there does need to be some crossover, right? The initial thing that I remember about it from SR2 was it was basically the way that THEY got to you when you broke the law and used magic without, you know, following the rules. One imagines curses etc.

So, outside of the--what?--50 ritual spells that seemed a little bit...off... what would you do with Ritual Magic to make it more useful to PCs?

Of course, this doesn't necessarily mean reinventing the wheel. Protecting hearth and home (expanded protection spells) makes obvious sense, but they kind of refer to the ritual magic itself (e.g., protecting ritual space). You have the curses (etc.) above, or whatever it is that you would do to magical miscreants if, say, you happen to be in the Lord Protector's office in Blighty. And, of course, you've got the mega-apocalyptic stuff ala the Great Ghost Dance.

If we exclude the mega-apocalyptic stuff, and the "protect yourself" for a longer term stuff, where else would you go? Would you make it different for the various Traditions?
* * *

Hoping to keep the discussion going for the sake of it, even if I'll personally be taking the results into another game system. (Just as everyone has their preferred edition of SR, so do I--it just happens to be in GURPS. wink.gif )

* * *

For reference, this is a quick list with basic description that I put together for a friend that is helping me out in the aforementioned crunchy system. This is for those that, as above, didn't make it up the rungs (as it were) to SR5. Note: If something reads like a note to self, then it is. (Especially the bits about Pattern. wink.gif )

• Curse — Curse with Illusions.
• Prodigal Spell — Cast a combat spell out of LOS.
• Remote Sensing — Detection spells at a distance.
• Ward — Astral barrier.
• Circle of Protection — Astral and physical barrier.
• Circle of Healing — Cast healing on people within the circle (i.e., more than one subject at a time).
• Renascence — Maintains Area Manipulation spell.
• Watcher — Creates small spirit bound to the magic-user that are used for observation/watching.
• Homonculus — Create a small servant being (low intelligence).
Shadowrun V/VI Rituals (Grimoire)
• Aspect Mana Line — Change the mana Aspect of a ley line for a short distance.
• Alarm Ward — Lets the caster(s) know when an astral form or spell crosses the area that is warded.
• All Conjuration (Minion) — Conjure ally spirit.
• Astral Doppelganger — Changes the aura of an individual in the ritual to that of someone that the ritual leader has assensed.
• Atonement — Forgiveness of past transgressions (takes the person to the Dweller for judgement and punishment).
• Attune Animal (Adept) — Adepts can bond with a mundane, non-sapient creature.
• Attune Item (Adept) — Attunes mundane item (not foci etc.) to an Adept. Can be enhanced through Imbue Item (ritual).
• Augury and Sortilege — Divination themed to the tradition of the magic-user (portents).
• Blood Bond (Blood Magic) — Bond magic-user to genetically-related subject.
• Blood Rite (Blood Magic) — Acts like Sacrifice metamagic, i.e. collects blood magic energy for the purposes of other rituals.
• Blood Sight (Blood Magic) — Allows magic-user to determine characteristics etc. of someone that led blood sample behind.
• Calling (Spirit Type) — Call forth a spirit that is not otherwise appropriate for the magic-users Tradition.
• Charged Ward — Astral ward that “attacks back” when crossed.
• Circle of Cleansing — Weave energy to counteract the effects of a positive background count.
• Death Mark — Allows magic-user to follow the trace from a corpse back to their point of death.
• Dispersion Circle — Reduces the time it takes for alchemical preparations to ‘cook’.
• Door Ward — A ward specifically over a door (ref: good luck horseshoe etc.).
• Empower (Adept) — Lend an Adept Power to an attuned animal.
• Temporary Transfer (Adept) — Sort of like Empower, except the power is not available when transferred.
• Qi Marked (Adept) — Gives animal companion their own version of Adept Powers.
• Grave Binding — Binds a corpse to the grave to prevent any magical shenanigans (i.e. Necromancy).
• Group Bond — Forms a magical group of magic-users; predicate for an Initiate Group (from ye olden days).
• Imbue Item — Adds trait to bonded item. (Sounds like Pattern Item—becomes significant to the individual, acquires increased magical power etc.).
• Remove Traits — Remove the aforementioned traits. Probably discard this one.
• Kything — Forces astral beings to become visible.
• Far Sensing — Expand ability to sense magic to an increased area.
• Leeching — Great geomantic ritual that draws mana to the ritual circle, but does so by creating mana ebbs.
• Ley Sight — See and hear from any point within the aspected domain of a mana line, except those that are blocked by wards.
• Light of Dharma — Channel inner peace outwardly to create calm—physical, mental, and spiritual.
• Living Vessel Preparation — Prepare living host to become a vessel for a spirit.
• Manifest Sha — Temporarily disrupt the power of a mana line or aspected energies of background count.
• Masking Ward — Conceals magical activity on the astral plane, but is “transparent” so that it cannot be seen by astral observers.
• Obfuscating Ward — Similar to Masking Ward but designed to block Detection spells.
• Polarized Ward — As basic ward, but acts like a one way mirror.
• Recharge Reagents — Recharge reagents by taping into mana line/pool.
• Smudging — Removes astral imprints and otherwise cleanses an area; also reduces imprint for the purposes of Psychometry.
• Spirit Pact — Enter into pact with a spirit to reduce strain on their use of magic.
• Summon Great Form Spirit — Instill more power into spirit. If combined with Sacrifice and Invocation (metamagics) can summon a Great Form Blood Spirit.
• Trap Ward — Once triggered, degrades into physical barrier.
• Whisper of Bones — Necromancer can gain information from dead individual.
pbangarth
Something I didn't notice being discussed is the change between SR3 and SR4/4A in background count.

In SR4, there is a much broader discussion of the nature of background count, going from ebbs to warps. Lots of space there to have fun story lines.

As well, maybe more pertinent to PCs, is the broader range of affected entities. In SR3, mostly Magic levels and target numbers are affected, but in SR4/4A ratings of devices like Foci are affected as well. My SR3 shaman, with a nice big Focus holding a perniciously hard spell to cast at the appropriate level, is not afraid to walk into a cathedral, but in SR4 he would avoid such a place entirely.

Yes, yes, there are more dice in SR4 to cast that spell, but still.
Kagetenshi
In SR3 a church would be +3 TN, +1TN to Drain, which… how many dice are being subtracted in SR4? If it’s fewer than six plus the focus penalty I’m pretty sure the SR3 mage has more to worry about, as even the most generous intervals (TN6 -> TN9 or the like) are going to cut your expected successes by a third and the rate goes up fast.

SR3 doesn’t hit Foci because it doesn’t need to, the TN takes care of that cyber.gif

~J
pbangarth
QUOTE (Kagetenshi @ Apr 24 2023, 01:33 PM) *
In SR3 a church would be +3 TN, +1TN to Drain, which… how many dice are being subtracted in SR4? If it’s fewer than six plus the focus penalty I’m pretty sure the SR3 mage has more to worry about, as even the most generous intervals (TN6 -> TN9 or the like) are going to cut your expected successes by a third and the rate goes up fast.

SR3 doesn’t hit Foci because it doesn’t need to, the TN takes care of that cyber.gif

~J


In my example (SR3), the shaman has a F4 Sustaining Focus sustaining a F4 Increase Attribute (Willpower) spell. His Willpower is 8 (yeah, yeah, I know*), so his target for the spell is 8. He has Spellcasting 6 and a Totem bonus of 2 for 8 dice with which he would need to roll 4 8s to replenish the Focus fully. This would probably take a long time to be accomplished in-game.

In SR3, he can walk into a charnel house, suffer target number negatives, but keep the Focus running. In SR4, going into the above-mentioned church, the Focus drops in rating, the spell fails, and he has to recast it. Now, in SR4, he has his Magic + Spellcasting + Mentor Spirit for 14 dice, but that still will take some trying to get 4 8s.

Now for the Kombat Mage who wants to go first, a F1 Increase Reflexes +3 spell in a F1 Sustaining Focus, with a target of her Reaction, would not be as difficult an issue to replenish.

*
[ Spoiler ]
Ka_ge2020
QUOTE (pbangarth @ Apr 24 2023, 09:38 AM) *
Something I didn't notice being discussed is the change between SR3 and SR4/4A in background count.

This actually raises an interesting point, at least for me. What do you do when, locally or broadly, the mana... goes away?

It's a bit of an aside, I was thinking about mana spikes and, more obviously, their opposite (especially when they're localised).
Tecumseh
In 5E the background count can represent lower-than-normal mana levels. These are generally called mana ebbs (just a little less than normal) or mana voids (a lot less than usual). These are represented by a negative background count, while an aspected background count is represented by a positive integer.

The mechanical effects of a negative background count are largely identical to an aspected one, so -2 has the same effect as +2. (Unless the +2 is aspected to your finger-wiggler in some way, in which case the background count becomes a positive modifier. The ebbs and voids are always negative modifiers.)
Kagetenshi
I always liked the implication in SR3 that space was actually full of Mana, just catastrophically warped and deranged, because it gave another reason why we cannot beatt he Horrors.

~J
JanessaVR
QUOTE (Kagetenshi @ Apr 25 2023, 09:50 PM) *
I always liked the implication in SR3 that space was actually full of Mana, just catastrophically warped and deranged, because it gave another reason why we cannot beatt he Horrors.

I definitely prefer 4E's version of space as mana void. That makes more sense given mana's connection to life and the biosphere.

Empty Space = No Mana
Cochise
QUOTE (JanessaVR @ Apr 26 2023, 04:57 PM) *
I definitely prefer 4E's version of space as mana void. That makes more sense given mana's connection to life and the biosphere.


Well, the "problem" there is that "Mana" in SR3 (and arguably in 1st and 2nd as well, when considering Tom Dowd's short story Hunter and Prey) wasn't strictly connected to life and the biosphere but rather something that originated from the Metaplanes (including the one where the Horrors originate from) and washed through the Physical plane and then onto the Astral Plane. Life and Biosphere(s) just made Mana more stable / safer to access. So ...

QUOTE (JanessaVR @ Apr 26 2023, 04:57 PM) *
Empty Space = No Mana


... this equation isn't actually true under SR1 to 3 metaphysics.
JanessaVR
I don't think one short story should be considered the end-all, be-all of SR3 metaphysics. Especially when the SR3 Core Rules explicitly backs up my position. (Underlines are by me.)

Page 158
The Awakened world is permeated by mana, the energy of magic. Mana is invisible and intangible. It cannot be detected, measured or influenced by machines, only living beings. Mana is sensitive to emotion and responds to the will of the Awakened.

Page 161
It [the Astral Plane] is always there, right next door, just a step sideways. It thrives on life, and so emotion, thought, and spirit are emphasized on the astral. Without life, there is no astral space; and so without a thriving gaiasphere to support it, the astral plane does not extend into space.
Kagetenshi
QUOTE (”MitS p86”)
Space is virtually devoid of life, which distorts the mana field and raises the back-ground count to mana warp levels. The astral plane outside the atmosphere is a single vast void, stretching out into infinity.

Emphasis added. In space there is a mana field, the absence of life distorts it. Life does not create it.

(And consequently we can’t just retreat into space to beatt he Horrors.)

~J
JanessaVR
Ugh. That is just contradictory. Yet another reason I prefer 4E, where this was all cleaned up and unified.

EDIT:

To clarify, these are mutually exclusive statements. If the Core Rules says "the astral plane does not extend into space" but Magic In The Shadows says "The astral plane outside the atmosphere is a single vast void, stretching out into infinity," then that's a real problem. They can't both be true.
Ka_ge2020
QUOTE (JanessaVR @ Apr 26 2023, 10:57 AM) *
I definitely prefer 4E's version of space as mana void. That makes more sense given mana's connection to life and the biosphere.

Empty Space = No Mana

I make no claim to original thought. I agree with this as it is then default assumption for the "numbers filed off" version of the Eighth World of Shadowrun, Equinox. wink.gif

Of course, that doesn't entirely help since they also have artificially-generated mana fields, and the asteroid belt that was once Earth also maintains an active mana field. O.o And all those planets out there with active mystic cycles/mana fields. Including Mars. And, you know, FTL space travel occurs through astral space through "fold shadows", or the kind of gateways that are mentioned in Slip Streams (SR5).

With that said, could someone remind me how the positive/negative modifiers work in the game when it comes to Background Count? For example, I can totally see how a reduction in the mana field would lead to lessened abilities--there just isn't enough mana to go around. But in the cases where the manafield is stronger, that doesn't inherently mean to a boost in power unless one can tap it, right?

(Hazy memories of SR2 and dealing with it conceptually in later editions.)

* * *

A related question that I have to check out the books for is how powerful is a F1 elemental and now that scales, to include Great Forms.
Kagetenshi
In SR3: for background count BC=1-5, all Magical Skill or astral tests get +BC TN, drain resistance tests get +BC/2 TN round down. Mana warps (BC=5-10) follow the same formulae but additionally increase Drain Damage Level by (BC-5)/2 round up, deal damage to astrally active people every combat turn (6L/7M/8S/10D/14D) and reduce effective Magic Rating (Essence for paracritters, Force for spirits) by 2/4/6/9/12.

Power site rules forthcoming.

Edit:

Mana surges are unpredictable, decreasing or increasing the Force (and also base drain calculation) of spells cast within or independently decreasing or increasing Drain DL.

Power Sites come in ratings from 1 to 5 and add their rating in dice as a kind of pool (refreshing per round) that can be used for magical skills or astral tests, as well as for Talismongering Material Gathering tests.

Aspected background count is some combination of background count, lack of background count, and possibly power site such that it affects some people some ways and others differently.

QUOTE (“MitS p85”)
For example, the background count of a religious revival might not affect (or might serve as a power site for) worshipers performing magic at the revival, but it affects non-believers as normal background count and enemies of the religion at an even higher level. Toxic background counts are power sites for toxic shamans (p. 124) but impose normal background count penalties on the magical abilities of others. The gamemaster chooses the aspect of any particular back-ground count and its effects.

Some areas may be aspected against specific magical activities or skills. For example, the Mojave Desert is aspected against Conjuring, making any use of Conjuring Skill there more difficult—much to the satisfaction of the spirits there.


~J
Cochise
QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
I don't think one short story should be considered the end-all, be-all of SR3 metaphysics.


Where exactly did I make that short story the "end-all, be-all"? That's actually a short story by Tom Dowd (the man behind 2nd Edition) and refers to the 2nd edition era (and I mentioned the story explicitly in that context).

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
Especially when the SR3 Core Rules explicitly backs up my position. (Underlines are by me.)


Back's up your position or shows how you manage to "misrepresent" them?

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
Page 158
The Awakened world is permeated by mana, the energy of magic. Mana is invisible and intangible. It cannot be detected, measured or influenced by machines, only living beings. Mana is sensitive to emotion and responds to the will of the Awakened.


This is an actual statement on metalevel a.k.a "the rules", but it doesn't actually say what you claim it says:

That explicitly says that Mana can be detected, measured and influenced by living beings only". This says nothing with regard to your claim that Mana does not exist in space. Hence, this cannot "suppport" your claim.

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
Page 161
It [the Astral Plane] is always there, right next door, just a step sideways. It thrives on life, and so emotion, thought, and spirit are emphasized on the astral. Without life, there is no astral space; and so without a thriving gaiasphere to support it, the astral plane does not extend into space.


Now this source has its caveats because it is written from an ingame perspective and as such doesn't necessarily tell an "objective" truth on metalevel of rules / game world (metaphysics). But unless a metalevel statement actually tells something else this source can still be used. So far so good, however, just as with your first quote this doesn't really say "Empty Space = no Mana" either:

  1. The first underlined part says that the Astral Plane "thrives on life"; whatever that is supposed to mean but it doesn't say that Mana does not exist where the Astral Plane doesn't thrive. No points for you there.
  2. The second part says that without life there's no (accessible) astral space, which doesn't equate with no Mana existing in the "Empty Space" of the physical world. Again no points for you.


=> Contrary to your belief and claim neither the rules nor the ingame fluff support your original claim of "no Mana in Space".

Now try remember what I wrote earlier about the flow of Mana in SR3? While the Core rules do not make any direct statements about Mana existing in Space the very same "Fluff" piece does tell us this:

Page 161
Mana, magic essence itself, flows from the metaplanes into our physical world and through it to the astral. This is not so
much a river-like, or ley-line effect, but more like the waves of an ocean. When mana pours through the physical world, it is
everywhere, touching everything—one big mana field connecting everything. It cannot be seen, tasted, or touched, but those
who are Awakened can manipulate it. It also flows through the astral, encompassing everything on the astral plane.


So unless we find a metalevel statement that makes this statement "incorrect", the Flow of Mana into the physical world - including the empty region we call "Space" - is perfectly fine thus and Mana can exist in space ... there's just no (accessible) Astral Space whereto said Mana could / would flow.

"Luckily" - as with all RPGs - there's always the chance that a supplement (like "Magic in the Shadows") adds onto the known "facts" of the game world (meta-) physics. Kagetenshi was nice enough to already quote the respective part of MitS that establishes the actual "truth" on metalevel and thus invalidates the ingame description on p. 161 of the Core rules ... but only with regards to "no life, no Astral Space" by stating that the Astral Space still exists but is simply warped to such degrees that nothing (but the most high level initiates) can truly access it without pretty much instantly dying. Still nothing that says "no Mana in space".

So, ...

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
Ugh. That is just contradictory.


... no, it's not so much a contradiction as establishing the actual facts that the Manual of Practical Thaumaturgy, 22nd edition didn't get quite correct as far as "no life no Astral Plane" is concerned.

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
Yet another reason I prefer 4E, where this was all cleaned up and unified.


Liking 4E better is your prerogative but this simply cannot be "another reason" for you, because your "reason" simply doesn't exist in the manner you think it does.

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
To clarify, these are mutually exclusive statements.


They are not mutually exclusive since they actually do not exist on the same level. The MitS statement is a definition on metalevel a.k.a. "the rules". The other statement is an in fiction statement that - just like Shadow Talk - may or may not represent an objective truth but certainly represents the "then" current understanding of people within the game universe ... which here was / is in part incorrect.

QUOTE (JanessaVR @ Apr 27 2023, 03:22 AM) *
If the Core Rules says "the astral plane does not extend into space" but Magic In The Shadows says "The astral plane outside the atmosphere is a single vast void, stretching out into infinity," then that's a real problem. They can't both be true.


Putting aside the fact that special rules and information in updated / supplemental materials regularly invalidate rules and fluff info from earlier works (even in your favoured 4th edition) you're facing the problem that your "source" simply hasn't to be "true" in the first place as far as the rules and "actual" metaphysics of Mana in SR3 are concerned. By now I should have reasonably well demonstrated why it's actually you who is "wrong" and that there's nothing particular "wrong" with either of those two statements but one simply is "incorrect" about a detail that is actually unrelated to your original claim of "Empty Space" equalling "No Mana".

TL;DR:
  1. Mana can and does exist in space in SR3 but the environment does not easily lend itself to magic use that doesn't kill the magician trying to do so.
  2. The Astral Plane does exist in space in SR3 but is warped / "polluted" to such degrees that nothing with the exception of grade 7+ Initiates can actually try to acces it but would still be subject to the deadly damage they'd have to resist every few seconds that in practical terms nobody should ever try.


The actual problem of the SR3 rules concerning the Mana Warps being background count levels of 6+ with additional hindrances is that the Core rules and their original maximum level of background count 5 - with 5 supposedly being a site like Auschwitz - were later on made "absurd" by the fact that both NPCs and PCs could later create background values that exceed 5 and thus create Mana Warps (positively aspected to themselves).
JanessaVR
Ok, that is...the most tortured reasoning I've seen in quite time. But, whatever, you can have it. Again, just another reason I base my Shadowrun cosmology on 4E, where things are clearly and plainly spelled out.
pbangarth
Wouldn't it be nice if we left this issue where it is at this point?
Kagetenshi
But it was just starting to feel like Dumpshock again! Sure, we can’t really go back to the 2005-2006 edition wars since Doc Funk and Crimsondude are banned, but there’s a certain nostalgic je-ne-sais-quoi in the air!

~J
Cochise
QUOTE (JanessaVR @ Apr 27 2023, 07:09 PM) *
Ok, that is...the most tortured reasoning I've seen in quite time.


"Tortured"? Thanks for the insult.

QUOTE (JanessaVR @ Apr 27 2023, 07:09 PM) *
But, whatever, you can have it.


The typical reaction of someone who makes logically incorrect claims and when shown reacts with insults and the obligatory "shrug, I don't care".

QUOTE (JanessaVR @ Apr 27 2023, 07:09 PM) *
Again, just another reason I base my Shadowrun cosmology on 4E, where things are clearly and plainly spelled out.


I actually showed you that things are spelled out "explicitly" in SR3 but you made up claims about this or that "supporting" your view when the text didn't say anything the like.
As for 4E cosmology being "clear and plainly"? Yeah, let's better not get into that too deep otherwise I might have to make yet another "tortured" reasoning to show you how wrong you are.
Ka_ge2020
QUOTE (Tecumseh @ Apr 25 2023, 09:32 PM) *
In 5E the background count can represent lower-than-normal mana levels.

Yep. I'm just wondering--trying to remember--how this plays out. My brain is frazzled with having to read so many edition of so many games. O.o

For example, the absence of certain levels of mana reducing your ability to cast makes sense. There's less mana going around so that you cannot do as much with it as you could before, both in terms of (advanced?) techniques that fall off the curve or your own abilities. This seems to be a natural way to represent the lessening of the magical field around the Earth. (There might also be a difference between "energetic" magic such as Sorcery, and the slower magic of Ritualism?)

It would mean that powerful magic users could continue to use (c.f. Worlds Without End etc.), which makes sense if you've got a negative modifier to "use" and you get to buff your Magic Rating each time you initiate (Harlequin! meep!).

On the other hand, having more magic doesn't inherently mean that you automatically get more bang for your buck or otherwise more powerful, right?

* * *

From pre-SR5, you had this, right?

CODE
Cycle of Magic        Modifier
Mana Warp        +7 to +12
Domains        +1 to +6
Ambient        0
Mana Ebb        -6 to -1
Mana Warp        -12 to -7


In SR5 the scale seems to up to 18 (great for multiples of 6)...

CODE
Rating        Description
1-3        Significant but brief emotion, e.g. violent crime. Place frequented by the Awakened.
4-6        Domains. Significant but brief emotion shared by large group of people; steady emotion over large no. of years. Commonly aspected to types of magic.
7-9        Significant, continuing events over years/decades. Most of great mana lines/power sites.
10-12        Places of significant events where conditions persist; emotional significance over centuries; v. powerful mana lines/power sites (e.g. Stonehenge).
13-15        Most powerful mana lines/sites that have significance to most of metahumanity, e.g. five sacred mountains in Chinese lore (!?), blast sites of Hiroshima/Nagasaki, death camps, Abilene etc.
16-18        Mana warp (positive)--chaotic mana flows, usually in the upper atmosphere. Massive emotional significance/manipulation of mana, e.g. Auschwitz, Aurora Borealis.


Edit: Curse the lack of decent HTML/UBB tables. wink.gif

There's clearly a difference between these two scales, with the first seeming to attempt to cover what might be construed as "field strength" while the latter seems to focus more on transitive events.

QUOTE (Kagetenshi @ Apr 27 2023, 09:30 AM) *
In SR3: for background count BC=1-5, all Magical Skill or astral tests get +BC TN, drain resistance tests get +BC/2 TN round down. Mana warps (BC=5-10) follow the same formulae but additionally increase Drain Damage Level by (BC-5)/2 round up, deal damage to astrally active people every combat turn (6L/7M/8S/10D/14D) and reduce effective Magic Rating (Essence for paracritters, Force for spirits) by 2/4/6/9/12.

Thank you. What I'm getting from this is that I had forgotten how involved and comprehensive the Shadowrun rules can be! (I do not say this as a critique.)

QUOTE (Kagetenshi @ Apr 27 2023, 09:30 AM) *
Mana surges are unpredictable, decreasing or increasing the Force (and also base drain calculation) of spells cast within or independently decreasing or increasing Drain DL.

On the face of it, this would make mana spikes... interesting. I think that, for me, it's a reason to apply background count universally and not relatively, i.e. assume that everyone is "0" for ambient.

* * *

If it is not clear, one thing that I'm tinkering around with is variations in the magical field as they apply to different magical fields, e.g. the one between Earth and (notionally) Mars. Or a world in another system... somewhere.

For this to work, stronger and weaker fields makes sense, as does aspected fields that are stronger in this or that magic (both globally and locally).

Apologies, though. It is a campaign that I have had on the books for quite some time, including both the Ages of Magic and those of Shadow (magically active and inert, respectively). There's a great deal to figure out, and Shadowrun, and particularly my memory of it, are not always the most vocal. As such, thanks for the assist and the discussion.

FWIW, my answer remains that there is no mana in the void. Not because of what this or that edition tells me. Rather, it is what the game Equinox ells me and that is what I'm using as the basis for the Eighth World. smile.gif
Kagetenshi
But Equinox tells you that we beatt he Horrors, which is obviously an unacceptable outcome! ork.gif

~J
Ka_ge2020
QUOTE (Kagetenshi @ Apr 28 2023, 09:25 AM) *
But Equinox tells you that we beatt he Horrors, which is obviously an unacceptable outcome! ork.gif

"Beat" might be a little bit of a stretch. wink.gif

For those unfamiliar with the Equinox setting, in the "Golden Age" of Earth "during a previous mystic cycle" (likely at some point in the 6th Age) humanity got all busy and built a sphere (The Sphere) in orbit. As large as the moon, it stored mana to such an extent that the mystic cycle of Earth was halted and kept at a constant level.

Woot. "Finger wrigglers" (as they were called up-thread) now didn't have to worry about a Withering. They got to wriggle fingers and, yay, onto generations thereafter without end.

Err, except while the magical field around Earth never rose to a level to precipitate another Scourge, there was an awful lot of mana in the Sphere. The demons/Horrors figured out how to open up their portals into the Sphere, corrupting it's magic and destroying it, raining down fire and destruction on Earth and turning it into a "literal hell on Earth" (even when it wasn't just Earth because humanity decided that building more was a top-notch idea).

Oops.

Fastforward into the 8th Age (probably), the Demons/Horrors were happily conquering the former human interstellar civilisation through their proxy the Shanrazi (a construct race) happily sporting miniature versions of the Sphere and, thus, "artificial" mana fields. Mystics could now ply the spaaaaaccceeee waves.

The Demons/Horrors that controlled Earth were happy as Larry and even rebuilt the Sphere. Because, why not?

Earth's former colonies, however, united through the use of spirit-golems (that's gonna end well), decided that enough was enough. The Earth Nexus through which they were all connected was too much of a strategic advantage and provided a threat to them all. So began The Great Netherwar were metahumanity would take back Earth, destroying the Corrupt Sphere in the process...

...And accidentally destroying the Earth, Moon, and sucking sufficient debris through astral folds/rifts to create the Earth Belt.

Oops.

So, yeah, metahumanity "won"--just minus one homeworld. nyahnyah.gif
Tecumseh
For the record, I called them finger wigglers.

You may call them finger wrigglers if you like, in which case you may claim the term as your own. I prefer to avoid the back-to-back R sounds (alveolar approximants) in "finger" and "wriggler".

As an aside, SR5 isn't entirely consistent with the range of the possible background counts. Street Grimoire p.30 says the strength ranges "from -24 to 24". But the examples on p.31 only go to 18. Neither value is mentioned again throughout the rest of the book.
Ka_ge2020
QUOTE (Tecumseh @ Apr 28 2023, 09:48 PM) *
For the record, I called them finger wigglers.

Dang'nam'it. wink.gif

QUOTE (Tecumseh @ Apr 28 2023, 09:48 PM) *
As an aside, SR5 isn't entirely consistent with the range of the possible background counts. Street Grimoire p.30 says the strength ranges "from -24 to 24". But the examples on p.31 only go to 18. Neither value is mentioned again throughout the rest of the book.

Hmmn. Clearly I haven't looked at it in that level of detail, so that's good to know. TY.

From this I'll use it for inspiration and just use a scale that makes sense. And is, you know, as consistent as it can be. smile.gif
JanessaVR
QUOTE (Ka_ge2020 @ Apr 28 2023, 09:31 AM) *
For those unfamiliar with the Equinox setting, in the "Golden Age" of Earth "during a previous mystic cycle" (likely at some point in the 6th Age) humanity got all busy and built a sphere (The Sphere) in orbit. As large as the moon, it stored mana to such an extent that the mystic cycle of Earth was halted and kept at a constant level.

So, it's Thera all over again, with an updated Monuments of Messias 2.0 to stabilize the mana level. Didn't work out well for the Therans, either.
Ka_ge2020
QUOTE (JanessaVR @ Apr 30 2023, 08:01 PM) *
So, it's Thera all over again, with an updated Monuments of Messias 2.0 to stabilize the mana level. Didn't work out well for the Therans, either.

To be fair, he people of the 6th World didn't know about that.

Except the dragons and the IEs. Some of them are probably hanging their heads in shame on Gateway Station. wink.gif
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