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Tal
Personally I don't see the big deal. Sure, if you're playing with a bunch of munchikins whose first thought is to how many kills they can get in the first five miutes of the game, then you probably won't like magic as much, but if you actually have roleplayers who make characters and use them, then the new magic and adept powers don't pose a problem at all.
TeOdio
QUOTE (Xirces)
Whilst I agree that Adepts can be weak sometimes - any Adept that wishes to specialise in a particular area (Face, Ranged Combat, Unarmed Combat) WILL be better than any other character who specialises in the same field. It's almost at the point where every character might as well be an Adept - you can have the face adept, combat adept, hiding and disguise adept, driving adept, computing adept etc, etc...

It's just getting us closer to Earthdawn, where all of the PC's were magical in nature.
biggrin.gif
Uh, Oh, here comes da Scourge!
nuyen.gif nuyen.gif nuyen.gif
Demonseed Elite
QUOTE
What's the saying, "Jack of all trades, master of none." It's pretty apt to this whole discussion. It seems you are working on the assumption that not only will they want to do everything, but they will do everything, and do it as well or better than mundanes.


Nope, I'm not working on any of those assumptions. I'm working on the statement that magically-talented characters can develop into the use of cyberware, decking, and/or rigging later in play through the use of money/karma, whereas mundane characters never have the option to develop magical talent later in play through money/karma.

That's it. I'm not saying anything about the effectiveness of it, because in reality they'd be no more effective at it than a mundane who could later take magic in development. But one side has the option and the other does not.
Wounded Ronin
QUOTE (Tal)
Personally I don't see the big deal. Sure, if you're playing with a bunch of munchikins whose first thought is to how many kills they can get in the first five miutes of the game, then you probably won't like magic as much, but if you actually have roleplayers who make characters and use them, then the new magic and adept powers don't pose a problem at all.

*shakes finger scoldingly*

If you have a problem with these rules, you're a BAD person! Criticize not the holy writ of SOTA 64!
RunnerPaul
QUOTE (Eyeless Blond @ Feb 8 2005, 11:39 PM)

Anti-Magic Field.

What I'd like to see is a new metamagical technique that's a hybrid of warding and Geomancy that allows a group of astrally active beings to set up a long-lived "area denial" ward that instead of just protecting a boundary, will define what astral/magic activity can and can't be performed, across an volume of space. Essentially, the group who performs this "Sanctifying" ritual gets to dictate conditions such as "No spellcasting in this building except for healing magic" or "only members of our initiation group may astrally project into this area" and anyone who attempts something that violates the rules set faces a background count, and a curtailing of their ability to use magic at range.

Idealy I'd like to see it where Sanctum metamagic would allow for relatively cheap (from a resources standpoint) basic protection against unauthorized magic/astral activity, so that even shopping malls, supermarkets, and independently owned bars and apartment buildings can afford to contract a Magical Security Service to come by each month and erect/refresh low to mid-level Sanctum. If magic/astral countermeasures were more commonplace, then it'd go a long way to reducing the general populace's fear of magic in general. Wards, Rent-a-MagicCop, Patroling Elementals, and kennels of paraanimals, while fine for protecting the high security places, simply take too much in the way of resources, to be used in a widespread fashion.
Deacon
QUOTE (Paul)
Although I admit I am not fond of Deacon posting this for Craig.

Craig is the Role Play Director and Rules Guru for Shadowrun: Denver MUSH. We do use a lot of house rules (most of which he came up with) that change the game away from what people think it is, but when dealing with a different medium, some house rules are mandated.

I did obtain his permission to post his opinions on this matter. I actually wanted to see what the rest of you thought about it. So far, it's been interesting. I'll sit down with SOTA 2064 one of these days and give my own opinions.
Grinder
QUOTE (Tal)
Personally I don't see the big deal. Sure, if you're playing with a bunch of munchikins whose first thought is to how many kills they can get in the first five miutes of the game, then you probably won't like magic as much, but if you actually have roleplayers who make characters and use them, then the new magic and adept powers don't pose a problem at all.

Sure, so it should be. I guess the most constant groups are able to talk about the balance of power in their world. Mostly at cons or when gaming with new people one has to come to an agreement about certain powers and their impact. And that can be really annoying.

I once had a discussion at a german forum about talking with yoour feloow gamers about unbalancing powers. One guy there posted again and again that in his group they don't talk about such things. Everyone plays by the book, no matter how unbalancing the outomce will be. Albino-Gnome-Vampires with increased Willforce, anyone? biggrin.gif

And the worst thing: this guy and his group are in their mid-20s. Guess people should be able to communicate when reaching such an age wink.gif

Back to topic: use the new powers, but talk to your gaming group about them. And the mundane chars are still fucked.
Deacon
"Pooched" in this context means fubared. Fuxx0red. B0rked. Screwed. The people who came up with powers like Kinesics, they're the ones who decided that adepts now have to by far outshine mundanes in the adept's specific field.

Now, I do agree with the fact that adepts who specialize are going to do things a whole lot better than a mundane. That's the power of the mundane, is versatility. But there's nothing saying an adept can't be versatile. At character creation, 6 points of power can get you Increased Reflexes 2, Improved Pistols 2, Improved Negotiations 2 and Kinesics 1. Or if you want to take a Geas on your powers, you can get Kinesics 2 and a couple of additional Senses. That's pretty versatile.

What gets me about these powers, though, is that many of them don't 'blur the lines' -- they give adepts clearly defined bonuses that the mundane can't have. I don't mind 'Improved Ability: Social Skills' all that much, because a mundane can get the same thing, just by dumping all that karma he's not paying to Initiate, into Etiquette, Negotiation and Intimidation. What I mind are powers like 'Kinesics', which give the adept a -1 to -3 target number modifier to all social interaction tests. An adept with Kinesics will always out-negotiate a Johnson, because that adept can lower the Johnson's effective Intelligence.

A lot of these powers I can see how to duplicate with cyberware, and there's some cases where cyberware will fubar the power in question. Like Kinesics: gifted at reading others' body language and mimicking their cues to their advantage, eh? Must be a pain and a half when dealing with someone who's using Skillwires, because their body is giving off the wrong cues! Or facial sculpt and melatonin control, which is easily duplicated through ruthenium sheathing and some DNI-controlled sacs under the skin of the face, which change facial features (I got this idea out of the When Gravity Fails sourcebook for Cyberpunk 2020). Heck, a lot of these powers came from cyberware, like Voice Control, except that it's a version for adepts, so now they don't have to spend essence on a voice modulator with the playback and other options. Or Sustenance, the Sleep Regulator for adepts.

Still, other powers seem... b0rked. Linguistics? Whose idea was it to give the adept free karma? Give an adept this and 3 levels of Mnemonic Enhancers and he would effectively know every language on Earth at an effective rating of 4 (well, 1 plus 3 dice) just by listening to it for a few hours. My linguistic adept would just keep his telecomm on SCOLA and suddenly he's much in demand by the UN for being a translator for every language on the face of the planet. Cool Resolve? Don't they already get this, through Improved Ability: Social Skills? 6 dice in Negotiations...

And then we have the magical buddy-powers, which just scream trouble, to me. When you've got a small game going with two or three players, sure, these don't look like much. But when sitting down at a table to run Shadowrun Missions, I don't want to find that my six runners are really five runners and a living power battery for his buddy, the Ubermage.

But let's get into the powers, specifically, shall we?

Aid Spell: I shudder at the thought of the Troll Buddy PC with Aid Spell 6, maxed-out Body and Willpower, whose job it is to act as a Rating 6 Power Focus _and_ living wall for his buddy the Mage. Talk about blowing away the power curve.

Animal Empathy: Craig's right, this whole system seems rather ill-defined to me. I'm aware that the upcoming Running Wild will most likely have rules for this sort of thing, but it would have been better to put all of the rules in one location.

Commanding Voice: This power seems like a wimped-out version of Control Thoughts, to me; my question here is, since this power works on subliminals, shouldn't a voice modulator also be able to do this? Even moreso, since the voice modulator could be doing it on a subconscious level, i.e. a barely-audible level to the [meta]human ear, while the PC is speaking about something else in a more audible tone. They've known how subliminals work since the early part of the 20th century, after all.

Cool Resolve: This power seems to me to be Counterstrike for Social Adepts. Again, this is a power that pooches the mundanes, by giving the adepts a defense that the mundane can never have. However, since this power gives the adept 'a confident and unflappable presence in social situations', this power could also be given through drugs (like derivatives of novacoke).

Deep Rooting: So this is like Rooting except it makes you a stable platform for weapons fire, right? Cool beans, sounds like the adept version of Foot Jacks and the Cyberarm Gyromount, only for a lot less cost (considering that to get Foot Jacks and the Cyberarm Gyromount, you need two partial cyberlegs and a partial cyberarm at least).

Eidetic Sense Memory: Come up with a rate at which pages are read by an adept (I suggest Intelligence number of pages (assuming a paperback novel, newspaper/screamsheet or screen of information) per minute, then figure out what this power does. Although the funny thing is that in the 21st century, literacy is a dying skill! Mundanes get better use out of Mnemonic Enhancers, or just cybersenses with recorders (with the additional benefit of being able to transmit recorded data).

Elemental Strike: I've actually had this power for years in my own campaigns, but it's a meta-ability (like metamagic for adepts, something they can learn upon Initiation). I don't agree with the cost of 0.5, given the abilties that giving the strike the effect of Fire, Lightning or Ice can do, but then I also allow it to work with Distance Strike in my game.

Empathic Healing: Another Buddy power, this one essential since it lets the Buddy eliminate Phyical Drain as well (as if the Aid Spell didn't make it easier to resist that Drain in the first place). To say nothing of having a Contact with this power. And to me, this power really doesn't seem like something an adept should have anyway, given that their magic is internalized; to me it smacks too much of an actual spell rather than an internal ability. (So does Distance Strike.) Personally I don't think I'd let this one into my campaign; it doesn't b0rk mundanes, it's just not what I'd expect an adept to have.

Empathic Reading: Now what we need is a polygraph attachment for a cyberlimb. This power actually will make PCs shudder; imagine that security guard having six levels in it. Good luck trying to Fast Talk your way into the compound now.

Enhanced Balance: Isn't this an actual sense, sense of balance? Wouldn't it make it simpler to put this under the Improved Sense power, and give -2 for 0.25 Power Points? -2 for 1 power point is way too expensive, in my opinion.

Enthralling Performance: For some reason, when I read this power, my mind immediately flashed back to Uhura's fan dance in Star Trek V...

Facial Sculpt: Like I said, cyberware should be able to do this much, much easier.

Gliding: This is actually a cool power, but I'd have named it 'light step' or something like that. It seems to me like Traceless Walk's next level (and Wall Running is this power's next level). It technically b0rks the mundane, since it's a power the mundane can't have, though. What we need to see are concrete rules for athletic endeavors such as gymnastics, acrobatics, pole vaulting and skating. Yes, the adept would still outshine the mundane in these areas, but there would at least finally be stated ways for the mundanes to get around the areas that these powers let the adepts circumvent.

Improved Ability (Expanded): Crap. As if it weren't bad enough that Centering can give adepts more dice in these skills, now almost all skills can be improved with the use of magic. This power seems like it severely b0rks the mundanes, until you run into one piece of 'ware that's often overlooked: Skillwires. A Rating 6 Skillwire system coupled with a skillsoft jukebox and some augmented chips (using the rules in M&M) turns the mundane into an instant expert in anything, and with the Chipjack Expert Driver, even nerfed, the mundane's going to have just as much dice as the adept for most of it. This is that whole thing about specialization being the purview of the adept: If the adept spends 3 power points for Improved Negotiations 6, he's going to out-negotiate the mundane. But the mundane can then switch out for his Pistols 6 chipware (with the naturalization modifier so he can use Combat Pool too) and show the Adept how someone shoots a gun. Or drives a car. Or pilots a boat. Or...

Inertia Strike: Sacrificing damage for knockdown? Okay, I can see this, except this sort of thing should be what the martial arts system could do.

Iron Gut: An overpriced version of Ingested Toxin Filters, in my opinion.

Iron Lungs: I've had a version of this in my campaign which is similar in many respects, but has additional powers and slightly different attributes (rather than allowing the adept to hold his breath longer, it slows down the rate of oxygen consumption in the adept's body requiring less breaths to be taken). Like Craig said, Internal Air Tanks are actually far more effective except for the fact that they cost a full point of Essence to install (but hell, if you're going to get them, get cybereyes and a smartlink as well, make full use of that lost Essence point, I always say).

Kinesics: Whoever came up with this needs to turn in their Shadowrun books and go back to playing D&D <j/k, mostly>. This power makes Dunkelzahn's spirit cry for the poor mundane fixers, Johnsons and fences that the PC social adepts will be pooching left and right. Not only does it give extra dice to _all_ social skills in a social situation, it provides an uncompensatable-for target number bonus for the adept. In my campaign, anyone who negotiates against a person with this power will quickly start refusing to negotiate at all with that character, because they know this power allows the adept to manipulate the situation unfairly. There are ways around this -- this power would be useless in the Matrix (What body language and personal clues does your icon give off?) or in situations where the opposed negotiator can't see the target (like a vidphone with the vidlink turned off). But these situations aren't presented in the rules.

Linguistics: Linguistics + Mnemonic Enhancer 3 + SCOLA TV= Instant Translator, no karma cost. There are a lot of better ways this power could have been thought up. I don't think the writer was smoking something... I think that person was being horribly lazy. Mind you, this power isn't so bad, considering that a person with a chipjack can know almost any language at any rating he wants, just for putting out the cash... but still. Free karma?

Living Focus: Another Mage-Buddy power, which lets said Mage-Buddy work as a sustaining focus too. But there's no mention of whether or not the magician in question needs to be near the Mage-Buddy for this power to work. It also doesn't say whether this counts towards Focus Addiction. The idea of hiring a few of these guys as Level 2 or Level 3 Contacts and then having them maintain my character's Improved Reflexes +3d, Improved Willpower 6 and Improved Invisibility spells sounds great to me. I'll give them all Aid Spell too, so I can use all those extra dice to cast the spells in the first place... yeah. This is sheer munchkinism just waiting to happen.

Melanin Control: I don't get it. Why not just one power that helps with Disguise? Like I said before, cyberware can do this much easier and more effectively.

Motion Sense: Like Craig said, this power isn't half as useful as Ultrasound Vision, especially given that Background Count applies against it. And as a sense, shouldn't it be under the Improved Senses table, at a cost of 0.25 points?

Multi-Tasking: I don't get this one either. What use is an extra free action per turn (unless you have the next power as well)? For 0.5 essence you can get a smartlink which gives you most of the benefit of this power, the next power, and -2 TN on your shooting to boot.

Nimble Fingers: See above.

Pain Relief: Another Mage-Buddy power, and this one gives the Mage-Buddy the ability to get rid of Stun Drain. I foresee people getting their semi-interested friends to play Mage-Buddy PCs with Aid Spell 6, Empathic Healing, Living Focus and Pain Relief. And I will turn to them and say 'Not at my table, you don't.' Oh, sure, it takes 30 minutes to do (divided by the number of successes), and only alleviates one level of damage... but then if said mage has Symbiotes 3 (which he can actually have without sacrificing Magic, check out the new errata), he heals Drain even faster! Besides which, wasn't the whole point of Drain supposed to be the fact that Mages have drawbacks to casting spells? This power + mage with Symbiotes, why bother having Drain in the first place?

Penetrating Strike: Actually a decent power, it lets the adept increase the Power of his attacks when he's maxed out on Strength. Nice idea.

Resilience: Also a nice power.

Side Step: Say hello to the concept of adepts as the ultimate masters of combat. Say goodbye to mundanes ever hoping to compete with them. This power lets the adept save his actual Combat Pool dice for offensive capability, and spend these dice for dodging. Still, at least it's only Pool Dice -- and there are other, cheesier powers to get before dropping 3-5 points into this power. But when they do, forget it. You're not going to outfight an adept with this power... at least, not on the first Pass.

Sprint: This power was already included in the game. It was called 'Improved Ability: Athletics'. What Sprint does is let you now have two extra autosuccesses when rolling Athletics to improve ground speed. All for only 0.25 points of power. And it lets the adept roll Athletics too! But wait, didn't we get rid of autosuccesses with second edition Shadowrun?

Sustenance: Erm... sleep regulator and digestive expansion for adepts? How does this power work with, say, Symbiotes, or a Suprathyroid Gland? If your body processes food and drink more efficiently, shouldn't this give you a penalty against toxic substances ingested by the adept (since the toxin is being spread more rapidly)? Plus, I don't care what this power says, you only rent beer by the hour. smile.gif

Three-Dimensional Memory: I think that's a typo; it probably should read 'Magic Attribute x 10' or 'Magic Attribute x Intelligence'. Now, would Eidetic Sense Memory help this power out? It should. What about Mnemonic Enhancers? Otherwise, this is just an orientation system for adepts. Less useful, too, given that a mundane with an orientation system, cybereyes and a router to link them could just as easily edit his own maps and store them indefinitely.

Voice Control: Seems like it's written specifically so if you're considering getting Commanding Voice, you may as well get this power to complete the ability. And other than the ability to 'throw' one's voice, this power is really a very wimpy version of the Voice Modulator with Playback functions.

Wall Running: While this sounds like a neat power, I can't help thinking that the writer was playing the new Prince of Persia: The Sands of Time game while thinking up new powers. And aside from running and jumping puzzles like in that game, I can't figure out what use this power is that Improved Ability (Athletics) didn't already accomplish in some way. But at least it wasn't Gecko Crawl for adepts.

As far as the metamagics go, Attunement sounds like what Craig said -- that people are starting to get into this idea of controlling animals, and want powers and abilities to match. I can understand attunement to items -- okay, maybe attuning a car is a bit much; after all, it's a big hunk of machinery, but okay. The animal thing though, I just get the idea that people have been playing MMORPG's too long and want to have Animal Trainers in Shadowrun. Or worse -- 'Hell Hound! I Choose You!'

Cognition - Center for perception tests? Why didn't you just call this 'Centering (Mental)'? While I can appreciate that it takes the adept karma to Initiate, learn Centering, and the Centering skill needed, I shudder to think about what happens when you allow said adept to also have Mnemonic Enhancers with this ability.

Empower Animal Companion - 'Hell Hound digivolve to...' Yeah, this is all well and good until someone tries to talk me into owning a tiger. Or a silverback gorilla. Or a bear. Um... no.

Infusion - Not In My Campaign, You Don't. Free powers for a roll of the dice? Even with the Drain resistance test, and the mandatory burnout, I wouldn't use this. Like Craig said, it's too much number-crunching and bookkeeping for one, and for two it lets the adept get free powers where the mundane doesn't have this option.

Limited Astral Perception - Now if only aspected mages could learn this metamagic technique.

Somatic Control - Doesn't Infusion already give the adept control over his body's own somatic gifts? And this one takes the mundane's forte, flexibility, and gives it to the adept. You can go from having a 9 Body (for damage resistance) to a 9 Strength (for punching) to a 9 Quickness (for running the hell away). Whoever thought of this - thank you SO much for b0rking the mundanes.

Virtuoso - Um... I agree that this is rife for munchkinism. This metamagic really requires strong GM control, and in games without that kind of control, it has the potential for huge amounts of abuse. A Dancer with a Virtuoso dance... a Singer with a virtuoso song... walking down a dark alleyway, suddenly confronted by a rival gang, and the magician turns to the adept and says 'Quick, start doing that one thing you do...' Hmm, I see potentials for humor too. smile.gif

I'm not going to get into the various other magical abilities here, like Craig did. Most of the powers presented were fine, in my opinion, but like I said, a few just b0rk the whole setup. Like Kinesics. Like Linguistics. Infusion, gah. Somatic Control, ugh. What were you people thinking?

One more thing I'd like to add, directed at Crimsondude 2.0: Screw the mundanes? In any game you are in, mein freund, there had better not be limits on mage PCs. Otherwise it's forcing people to be screwed. You want to be a hypocrite, go ahead. But this game is based on mages being rare, and quite frankly that means that the game forces people to get b0rked for theme. Until that basic concept is fixed, balance is needed.

That's all. Discuss at leisure.
Grinder
QUOTE (Deacon @ Feb 9 2005, 12:40 PM)
As far as the metamagics go, Attunement sounds like what Craig said -- that people are starting to get into this idea of controlling animals, and want powers and abilities to match.  I can understand attunement to items -- okay, maybe attuning a car is a bit much; after all, it's a big hunk of machinery, but okay.  The animal thing though, I just get the idea that people have been playing MMORPG's too long and want to have Animal Trainers in Shadowrun.  Or worse -- 'Hell Hound!  I Choose You!'

The power reminds me of the Beastmasters in Earthdawn (which are very cool). Crossover is dead, isn't it? wink.gif
Deacon
The whole thing sounds like a cool idea on the surface -- but then you start looking at animals which are actually useful to have, and you're either setting yourself up for a zoo, or you need to go with a paracritter -- and they're warned against. So you start looking at getting a bear, or a tiger, or some other exotic animal...

Oh, yeah. Go ahead, get one of the big critters. They cost to feed, they need special housing requirements, and they're going to make being a shadowrunner frickin' impossible, because someone is going to find out, report it to the authorities, and the authorities are going to wonder why SINless John Doe owns a tiger, lion, or bear, oh my.

You can stick with a dog, or a cat -- but you probably aren't going to be risking the animal in combat, at least. So one thing can be said about this power -- in the hands of a smart GM, it's not going to be used as a shortcut to train animal drones for the adept to control.
Grinder
The power of the Beastmaster works fine in ED, but that's a very different setting. When a powerful magic user (read: adept) comes into town, accompanied by a tiger, it's ok. He must be very powerful, otherwise the tiger wouldn't travel with him. So he's able to vcontrol the tiger and everything's fine.

But hey, it's a high-fantasy setting. In the SR-universe it would be very strange to have a tiger as a pet, that's right.
Demosthenes
My first thought on seeing all the animal-control powers was actually to use pigeons as surveillance drones...
toturi
QUOTE (Deacon)
One more thing I'd like to add, directed at Crimsondude 2.0: Screw the mundanes? In any game you are in, mein freund, there had better not be limits on mage PCs. Otherwise it's forcing people to be screwed. You want to be a hypocrite, go ahead. But this game is based on mages being rare, and quite frankly that means that the game forces people to get b0rked for theme. Until that basic concept is fixed, balance is needed.

That's all. Discuss at leisure.

[Devil's Advocate]Well, I'd add my voice to screw mundanes as much as the present Canon rules screw them. Why? Going with the metaplot, the mana cycle is just beginning and these cycles span thousands of years. From a metagaming POV, I'll reiterate my point: Technology has been around longer, magic's just beginning. If I were going to predict growth on tech or magic, I'd put money on the emerging market, not the mature market. The writing was already on the wall, so to speak.

This game is based on the fact that Awakened are rare in the world, but players are given a choice whether to be Awakened for a cost. So far, things have favoured mundanes more by letting mundanes get their mundanity free. So it is not so much that the authors are "pooching" or "b0rking" mundanes but that some people are trying to keep "pooching" their adept PCs which is why they are protesting so much.[/Devil Advocate]
Lantzer
I've been wondering about that phrase... "getting their mundanity free..."

Is it advisable to charge for the option of not having cool powers?
Craig
Hi! I'm Craig, the bastard admin that wrote that on SR: Denver. Reading over the replies, I think some people have missed some key points of my arguments, and I thought that I could help people understand my point of view.

Not that it'll change any of their views, mind. I'm sure there will be more ridiculing and vilifying of me shortly! The trick is not to care. smile.gif

First, people seemed to miss the fact that these are my opinions. These are not the law from high. I am not God - my last name doesn't even start with an M, much less actually be Mulvihill. It's amazing how some people seem to take these simple opinions of mine and treat them as some kind of personal attack.

Secondly, my words are very biased from the specific kind of game that I play. I run a Shadowrun MUSH. It's an online game with about ten times as many players as in your typical tabletop campaign. It's been running for about four years, and is set in the city of Denver.

Running a game of this magnitude is a challenge in and of itself. This task becomes even harder when every single sourcebook has new powers to be implemented, new gear to be added, and new typos to be corrected. Add on that with the unique game style that lends itself to much more intense player to player interaction - not all of it peaceful - and game balance between PCs becomes an issue. I like to deal with this by keeping things relatively sane.

Here are some parts of my point of view. (Ok, this is your cue to start getting pissed at me.)

I hate the Earthdawn-Shadowrun connection. Hate it. With a passion. Hate, hate, hate. In my world, Sperethiel is a made up language. Beautiful, but made up by (meta)humans, just like Esperanto and Klingon. In my world, Immortal Elves are a hoax perpetuated by a minority that didn't think they were cool enough yet. In my world, there are no Horrors.

I hate dragons. Not the concept of them - but the fact that they are used as deus ex machina by the writers. Bad writers. When a dragon can be shot down by any Samurai with a sporting rifle (go ahead, laugh, I've seen it done with GMs even through the Armor spell) they should know damn well better than to have a dragon FLY into the MIDDLE of a CITY and then say the dragon just goes on a nice little rampage and emerge unscathed, despite the hordes of magical and paramilitary resources being thrown at it. (See: Ghostwalker, YotC.)

I don't like the rules. The rules of Shadowrun often contradict themselves and don't always make magical sense. That said, most of the problems can be controlled in a tabletop campaign by the GM saying 'look, this is how it works.' Heck, most of the worst problems won't be encountered until you have characters with over 300 karma, skills above 10, and other such wackiness - such as exists in my game. Insert flames about how stupid I am for even allowing that level of player here. I won't get involved, had that discussion on my game too many times to count already. wink.gif

I love the game. I love the setting, the concept, the cyberpunk with a dash of magic. I've been playing since 1st edition. Back when we had staging numbers (you remember staging numbers, right?) and pastel hairdos and it was all kind of tongue-in-cheek. This brings me to the main thrust of what the argument was aimed at.

I feel Shadowrun is getting away from what Shadowrun is supposed to be. Magic is not supposed to be some kind of panacea. I think that Adepts should not be able to do everything. I think they should have certain things that they, and they alone can do - but I also think that Samurai should have that privilege. And Mages. And yes, even riggers and deckers and mundanes.

It honestly looks like the way the game is going, Adepts will be able to everything. They'll have every piece of cyberware duplicated in a power (and of course, no new cyberware will be developed to grant or even adept abillities for Samurai), they'll be able to sling spells and use powers at the same time (oh - forgot to mention - I hate Magical Adepts, too), and they'll eventually be dropped down to priority E, just in time for the developers to trot out the new SOTA: 2066 The Scourge sourcebook! Yay!

William Gibson. Neal Stephenson. Ridley Scott. These are hallowed names in the cyberpunk genre. Cyberpunk was where Shadowrun started, and I think it should stay there.

People have also criticised my original rant as being 'all over the place'. I said some powers were too powerful, some were too useless, some were too weak. I even said (gasp!) that a couple of the powers I actually liked! Well... what do you expect when you fire off a shotgun pattern of powers like that?

Some of those are too powerful. Some of them are too weak. Some of them I feel don't belong in a sourcebook players can use, but could make an interesting addition to flavor an NPC for a single adventure.

Overall, SOTA: 2064 reminded me of another book by a different publisher. White Wolf: Dirty Little Secrets of the Black Hand. Some of it's useless, some of it's too weak, those will get ignored by players who don't want the specific, esoteric character class those bits cater to, and if the GMs aren't willing to deny a lot of the rest wholesale and closely monitor character creation, you'll end up with Ninja Samurai Faces with Magic.

Isn't there enough cool new technology out there to write about, here in 2005, without having to add more adept powers and metamagic into an already unstable system? Just because it's not magic doesn't mean it's not cool.

I mean, take katanas. Katanas come from Japan. Japan is cool. Therefore, Katanas are cool. Therefore, Katanas do more damage. biggrin.gif

Peace!

P.S. 13 pages already? Geez. smile.gif
mfb
QUOTE (Craig)
Isn't there enough cool new technology out there to write about, here in 2005, without having to add more adept powers and metamagic into an already unstable system?

you're kidding, right? in all of third edition, adepts had eight pages of material to use. you're complaining because they added one chapter out of one book to the total adept material? that's ridiculous.
Demonseed Elite
I'd point you at this thread. Mainly, the idea that Shadowrun isn't really cyberpunk anymore and probably won't really be cyberpunk. Cyberpunk isn't even cyberpunk anymore. Sure, a GM can run it that way, and should if he wants to, but that's not necessarily the direction the game development is going.
Adam
QUOTE
First, people seemed to miss the fact that these are my opinions. These are not the law from high. I am not God - my last name doesn't even start with an M, much less actually be Mulvihill. It's amazing how some people seem to take these simple opinions of mine and treat them as some kind of personal attack.


Just to make something clear, Mike Mulvihill was the Shadowrun Developer for FASA; he hasn't had an active hand in Shadowrun development since FanPro took over the license -- Rob Boyle is the Shadowrun Developer now.

[Some FanPro era products - Year of the Comet and Shadows of North America were originally concieved in the FASA days and Mike worked on them in the last few months at FASA, but none of the products in the last couple years fit into this category.]
lorthazar
Everyone likes their pet runner type to get cool new stuff. That's just the way it goes. The problem is that unlike real life we need balance in a game. Adepts can already do it all, as it has been pointed out.

The answer: Make some more Edges that imitate Adept powers. Why should Kinesics be just an Adept power? It could be an Edge. Tone down Virtouso a little and it could be an edge. Just create a list of edges you can buy after character creation, make them stack with cyber/bio ware, but not adept abilities. 5 karma = 1 Edge point and have a ball. Suddenly your sammies will be on even ground again. Adept Faces will exist but the regular face will be more numerous and just as successful.
Demosthenes
QUOTE

Secondly, my words are very biased from the specific kind of game that I play. I run a Shadowrun MUSH.

I run a tabletop game. My favourite tool for balancing PCs is to ensure that everything fits with the character background. In the kind of game I run, the character crack-whored (that's how you say 'Munchkinised' in Ireland, folks) for cyber+magic+maximum_kewl_powerz isn't going to have a lot of fun. That's not because I make his life miserable, it's just because I care more about making sure my players and I enjoy the game than I do about the numbers.
QUOTE
I hate the Earthdawn-Shadowrun connection. Hate it. With a passion. Hate, hate, hate. In my world, Sperethiel is a made up language. Beautiful, but made up by (meta)humans, just like Esperanto and Klingon. In my world, Immortal Elves are a hoax perpetuated by a minority that didn't think they were cool enough yet. In my world, there are no Horrors.

Cool beans, your privilege. I vacillate between loving the connection and hating it. I'd like it a lot more if it wasn't for dreadfully incompatible mechanics. And terribly silly 733t immortal elves of doom.

Dragons r0x0rxz. biggrin.gif I understand your point about the idea of the deus ex machina, and it kind of bothers me too. Personally, I think that .50cal lovin' should make anything biological do the funky chicken and all that.
QUOTE
I feel Shadowrun is getting away from what Shadowrun is supposed to be. Magic is not supposed to be some kind of panacea. I think that Adepts should not be able to do everything. I think they should have certain things that they, and they alone can do - but I also think that Samurai should have that privilege. And Mages. And yes, even riggers and deckers and mundanes.


One of the things I like about SR is that it allows you to create almost any kind of character you want. You don't have to be confined to a particular role as you do in what DS'ers call That Other Game. When you try to define the Shadowrun character roles, even in SR1 or SR2, things are already fairly hazy. What kind of abilities would you restrict to each role?

A statement like
QUOTE
"I feel Shadowrun is getting away from what Shadowrun is supposed to be"
seems to imply that you think you know where Shadowrun is supposed to be. You don't smile.gif . I don't either.
You certainly know where it's supposed to be IYG, and that's cool.

The SR developers obviously think they know where Shadowrun is supposed to be, and they are developing the game in a certain way, which now appears to owe more to more recent developments in SciFi and Fantasy, including Gibson's later books, than it does to "traditional" cyberpunk. But DE has that well covered, I think. Doesn't mean they're right...

Demonseed Elite
Yep, each of the writers has their own vision, which sometimes overlap and sometimes conflict. I've had plenty of discussions with the other freelancers that could be summed up as "I don't really like where that idea is going" and just as many that are "wow, that's a cool idea, let's see how we can tie that in with another idea." And in the end, it all comes down to Rob. If Rob were to send back feedback on one of my proposals and it said "I don't like where this is going, it should stress this or that element more", then I change it to fit. Which he's done. nyahnyah.gif

But yes, it is a different game than it was in '89. It's gone through a few different line designers, each with their own ideas. It's gone through many different writers, each with their own visions tempered by whatever line designer is currently in charge. Some of the literary ideas that fueled the game's creation in '89 have significantly changed since then, and many of Shadowrun's new players weren't even born back when they started. So is there drift away from what Shadowrun originally was? Absolutely. Some might call it development. Some might call it less flattering things. But the game sure isn't static.
mfb
which is good. a game can't remain static, if it's to remain relevant to newer players.
Foreigner
QUOTE
(Demosthenes)

...My first thought on seeing all the animal-control powers was actually to use pigeons as surveillance drones...



Demosthenes:

That was one reason that shotguns were outlawed for combat use during World War I. smile.gif

Models such as the Winchester Model 1897 slide-action (or "pump-action" if you prefer) and the Remington Model 1911 semiautomatic (colloquially known as the "Model 11") were modified for use as combat weapons. They were fitted with ventilated handguards (to protect the shooter's supporting hand if the gun overheated during heavy use, i.e., sustained firing), cylinder-bore barrels (no choke--they were primarily intended to be usedwith slugs and buckshot) and bayonets.

Although originally intended for guard duty--the idea was to allow more rifles to be sent to the front by using shotguns and pistols for rear-echelon jobs--some of them found their way into the trenches--where they proved quite handy in discouraging bayonet attacks and the like at close quarters.

Also, shooters with a pre-War background in shotgun-related sports, such as Sporting Clays or Skeet--or for that matter, anyone who was used to shooting birds or small game animals (such as rabbits) on the move could also use the same techniques to deflect an incoming hand grenade. Needless to say, such individuals were also, quite literally, death to carrier pigeons.

Although shotguns were also used for guard duty during World War II, and have, to some extent, seen use in virtually every conflict in which the United States has been involved since then (in fact, since the American Revolution), they were withdrawn from service in World War I after the Germans and their allies in the Central Powers complained to the authorities in Geneva, Switzerland and The Hague, The Netherlands, that the use of such a weapon in combat was barbaric.

(Keep in mind that the folks who did the complaining were the same "civilized" people who introduced the machine gun and mustard gas to modern warfare, and were at the same time bombarding Paris with a long-range cannon, and London with bombs dropped from Zeppelins.)

I know that this was a little off-topic; I was just throwing in my nuyen.gif 0.02 on the topic.

smile.gif

--Foreigner
Crimsondude 2.0
QUOTE (Demonseed Elite)
QUOTE
What's the saying, "Jack of all trades, master of none." It's pretty apt to this whole discussion. It seems you are working on the assumption that not only will they want to do everything, but they will do everything, and do it as well or better than mundanes.


Nope, I'm not working on any of those assumptions. I'm working on the statement that magically-talented characters can develop into the use of cyberware, decking, and/or rigging later in play through the use of money/karma, whereas mundane characters never have the option to develop magical talent later in play through money/karma.

Come on, DE. You know I wasn't referring to you.
Skip
I always liked the connection to ED. Of course I played ED also, so I was biased. Because of that I have no problem with the Virtuoso skill being used for something like armor or cloak. Raise the background count. Also know that nobody forgets seeing you in virtuoso made clothing (think JLo at the Oscars several years ago). So, not the thing to wear if you don't want to be noticed.

I would expect to see high profile NPCs dressed that way for impact and protection. Of course I would expect SOTA 65 to come out with spell matrices similar to ED that mitigate the high background count.

My meager thoughts,

Chris
Pistons
QUOTE (Craig)
I hate dragons. Not the concept of them - but the fact that they are used as deus ex machina by the writers. Bad writers. When a dragon can be shot down by any Samurai with a sporting rifle (go ahead, laugh, I've seen it done with GMs even through the Armor spell) they should know damn well better than to have a dragon FLY into the MIDDLE of a CITY and then say the dragon just goes on a nice little rampage and emerge unscathed, despite the hordes of magical and paramilitary resources being thrown at it. (See: Ghostwalker, YotC.)

Hi Craig. That was Mike's decision as Line Developer, not mine. My job was to simply make it sound good.
Demonseed Elite
YotC in general was very firmly outlined by Mike in advance. I even argued against his idea of SURGE, but it was a done deal. So, whether you think YotC was horrible or great, the freelancers actually had very little say over the events in it, even though we wrote the chapters.
Paul
I knew I loved you two for a reason. smile.gif

Just a quick note here-I don't think heated discussion, or eve lengthy discussion means we're doing something bad-in fact we seem to have done some good in here, clarifying at least a few rules. I think we all aknowledge how subjective this topic and line of discussion is-and I don't think anyone means this to be statement of fact, and I hope that despite our criticism that the writers who read this don't take it too personally. (I undertsand how hard it is to look at what you deem a decent product of your creative talent being tore up hard.)

In the end it sounds like we'll all keep buying books until smebody manages to make a better game. Something I can't imagine. smile.gif
Aes
[Edited]

Nevermind. Just reread the rules. Will shoot first player in my group who waves SOTA64 around and says he's making an adept.
hahnsoo
QUOTE (Deacon)
The whole thing sounds like a cool idea on the surface -- but then you start looking at animals which are actually useful to have, and you're either setting yourself up for a zoo, or you need to go with a paracritter -- and they're warned against. So you start looking at getting a bear, or a tiger, or some other exotic animal...

Oh, yeah. Go ahead, get one of the big critters. They cost to feed, they need special housing requirements, and they're going to make being a shadowrunner frickin' impossible, because someone is going to find out, report it to the authorities, and the authorities are going to wonder why SINless John Doe owns a tiger, lion, or bear, oh my.

You can stick with a dog, or a cat -- but you probably aren't going to be risking the animal in combat, at least. So one thing can be said about this power -- in the hands of a smart GM, it's not going to be used as a shortcut to train animal drones for the adept to control.

My current character is a cowboy, and he owns a horse. It's been fairly well established in SR that horses are a valid mode of transportation in a rural setting, especially in the NAN. Horses, while they cause others to look at you twice, are big critters but probably won't cause you any sort of legal trouble, especially in NAN territory. Not that I bring "Socks" to the meet (he rides the horse to his talismonger's place, and then borrows her Nissan Jackrabbit), but I'm just saying that there are always a few animals that will always be "acceptable".
Wounded Ronin
So, are horses compatible with the vehicle combat rules?
hahnsoo
QUOTE (Wounded Ronin)
So, are horses compatible with the vehicle combat rules?

Heh. I would never take "Socks" into combat. If the situation ever occurred, though, it probably would be normal combat rules, with the movement (and subsequent movement penalties) based on the horse's movement for that turn.
Pistons
QUOTE (Paul)
I hope that despite our criticism that the writers who read this don't take it too personally. (I undertsand how hard it is to look at what you deem a decent product of your creative talent being tore up hard.)

I don't mind criticism, really -- I just want to be sure that it's aimed at the right person or persons, and based on anything that I or anyone else could affect. smile.gif

While I liked Mike's idea enough to write the section, it's hardly fair to call me a bad writer because of it.

Crimsondude 2.0
QUOTE (Wounded Ronin @ Feb 9 2005, 12:09 AM)
QUOTE (Tal @ Feb 9 2005, 12:59 AM)
Personally I don't see the big deal. Sure, if you're playing with a bunch of munchikins whose first thought is to how many kills they can get in the first five miutes of the game, then you probably won't like magic as much, but if you actually have roleplayers who make characters and use them, then the new magic and adept powers don't pose a problem at all.

*shakes finger scoldingly*

If you have a problem with these rules, you're a BAD person! Criticize not the holy writ of SOTA 64!

Indeed. Because there have been so many well-reasoned explanations with exactly what is wrong with them.

QUOTE (Deacon)
What gets me about these powers, though, is that many of them don't 'blur the lines' -- they give adepts clearly defined bonuses that the mundane can't have.

You means that's not the point of magic?

I just don't understand this fundamental point:

Why should mundanes ever be equal to magicians?

QUOTE
Multi-Tasking: I don't get this one either. What use is an extra free action per turn (unless you have the next power as well)? For 0.5 essence you can get a smartlink which gives you most of the benefit of this power, the next power, and -2 TN on your shooting to boot.

It'd be easier to get if ShadowFAQ hadn't already suggested against the one hellacious benefit that this would provide: Double Centering.
Now, you can use it to get twice as many extra dice for Centering (Melee), but (and we had this argument months ago on SL), you could possibly Center once for extra Melee dice, and once to reduce TN mods before you even make your Complex Action (Melee Attack). And you can do it every turn.

Initiated Physmages with this and a liberal GM are wicked.

QUOTE
One more thing I'd like to add, directed at Crimsondude 2.0: Screw the mundanes? In any game you are in, mein freund, there had better not be limits on mage PCs. Otherwise it's forcing people to be screwed. You want to be a hypocrite, go ahead. But this game is based on mages being rare, and quite frankly that means that the game forces people to get b0rked for theme. Until that basic concept is fixed, balance is needed.

I game with people who have virtually unstoppable Initiates, so don't presume to know a damn thing about my games.

I don't limit magicians one bit. That above argument about double centering--I was arguing for it. I see no reason why magicians shouldn't be able to maximize every advantage that they are rightfully entitled to under the rules.

That said, I also rarely play magicians. I do like them rare, and fortunately no one I play with has gone to the extremes of munchkinland that some of you simply assume every magical PC will go because they are excellent roleplayers whose characters aren't that one-dimensional. Maybe I'm just blessed with the opportunity to game with people who do what they do well. Or maybe I just think you're all being paranoid while never proving a single instance where any of thse uber-cybermages exist, let alone give you trouble. And if they do, well I gave Cynic plenty of advice. You want to ignore that? Fine.

But I will never back down from the simple truth that magical characters are by their very nature better than mundanes, and they should not be punished for it. Especially when to do so would itself go against the very rules and constructions of the game that so many people seem to think is being broken by PCs that don't exist!

QUOTE (Grinder)
The power reminds me of the Beastmasters in Earthdawn (which are very cool). Crossover is dead, isn't it?  wink.gif

No one ever said it was.
Crimsondude 2.0
QUOTE (Craig)
First, people seemed to miss the fact that these are my opinions. These are not the law from high. I am not God - my last name doesn't even start with an M, much less actually be Mulvihill. It's amazing how some people seem to take these simple opinions of mine and treat them as some kind of personal attack.

Nope. I just think your opinions are wrong.

QUOTE
Secondly, my words are very biased from the specific kind of game that I play. I run a Shadowrun MUSH. It's an online game with about ten times as many players as in your typical tabletop campaign. It's been running for about four years, and is set in the city of Denver.

Running a game of this magnitude is a challenge in and of itself. This task becomes even harder when every single sourcebook has new powers to be implemented, new gear to be added, and new typos to be corrected. Add on that with the unique game style that lends itself to much more intense player to player interaction - not all of it peaceful - and game balance between PCs becomes an issue. I like to deal with this by keeping things relatively sane.

I play exclusively on Shadowland. There, no one (admins, other users) treats the users like children, or suspect every little thing they do. We're weird that way. It's also produced a handful of SR freelancers, so I suspect something went right somewhere.

QUOTE

Bad writers. When a dragon can be shot down by any Samurai with a sporting rifle (go ahead, laugh, I've seen it done with GMs even through the Armor spell) they should know damn well better than to have a dragon FLY into the MIDDLE of a CITY and then say the dragon just goes on a nice little rampage and emerge unscathed, despite the hordes of magical and paramilitary resources being thrown at it. (See: Ghostwalker, YotC.)

Yeah, see right there. Having known Pistons for, I have no doubt, longer than you I find that incredibly insulting, nevermind the ignorance of it. Plus, I'd serious question the GMing ability of anyone who lets a samurai kill a dragon, but I won't... again.

QUOTE
I don't like the rules. The rules of Shadowrun often contradict themselves and don't always make magical sense. That said, most of the problems can be controlled in a tabletop campaign by the GM saying 'look, this is how it works.' Heck, most of the worst problems won't be encountered until you have characters with over 300 karma, skills above 10,  and other such wackiness - such as exists in my game. Insert flames about how stupid I am for even allowing that level of player here. I won't get involved, had that discussion on my game too many times to count already. wink.gif

Yeah, powerful PCs suck. Oh, wait.

of course the SR rules contradict themselves. You screw up, you can't exactly take an eraser to every copy of X book, and sometimes errata just won't cut it. It's also why there are multiple editions. Your capacity to handle these situations is nothing short of mundane.

QUOTE
I love the game.

Clearly.

QUOTE

I feel Shadowrun is getting away from what Shadowrun is supposed to be. Magic is not supposed to be some kind of panacea. I think that Adepts should not be able to do everything. I think they should have certain things that they, and they alone can do - but I also think that Samurai should have that privilege. And Mages. And yes, even riggers and deckers and mundanes.

And how do you expect to keep some things Samurai-only within the rules? Please, enlighten me since no one else has in 300+ posts.

QUOTE

It honestly looks like the way the game is going, Adepts will be able to everything. They'll have every piece of cyberware duplicated in a power (and of course, no new cyberware will be developed to grant or even adept abillities for Samurai), they'll be able to sling spells and use powers at the same time (oh - forgot to mention - I hate Magical Adepts, too), and they'll eventually be dropped down to priority E, just in time for the developers to trot out the new SOTA: 2066 The Scourge sourcebook! Yay!

... Except radios, smartlinks, basically anything that requires interfacing with technology on a more than hollistic level (i.e., attunement of a vehicle, which I think is a cool idea).

Funny, you seem to have missed the memo about SR moving away from the Horrors and most ED links. It might have saved you some scant seconds on the impending aneurysm.

QUOTE

William Gibson. Neal Stephenson. Ridley Scott. These are hallowed names in the cyberpunk genre. Cyberpunk was where Shadowrun started, and I think it should stay there.

Bah. Go read DE's thread. He hit the nail on the head. Cyberpunk's dead. Good riddance. As one of the few people here who dislikes Gibson and thinks he's overrated, it pleases me to no end that he hates this game you claim to love so much. Shadowrun is evolving, and reflecting more of reality. I personally appreciate that, because it makes sense for things to change. CP never changed. It just sucked.

QUOTE

Some of those are too powerful. Some of them are too weak. Some of them I feel don't belong in a sourcebook players can use, but could make an interesting addition to flavor an NPC for a single adventure.

hahaha.

Screw the players. God, I'm glad I don't play on your MUSH.

QUOTE

Overall, SOTA: 2064 reminded me of another book by a different publisher. White Wolf: Dirty Little Secrets of the Black Hand. Some of it's useless, some of it's too weak, those will get ignored by players who don't want the specific, esoteric character class those bits cater to, and if the GMs aren't willing to deny a lot of the rest wholesale and closely monitor character creation, you'll end up with Ninja Samurai Faces with Magic.

Well, technically it was from another publisher. The tone of the game has changed. The scope and bredth of the writing pool has changed for the better. There is a generation of writers now who actually played the game as players and GMs.

And like I said above: You've yet to prove an instance where you're overrun by "Ninja Samurai Faces with Magic" and why it is such a bad thing.

QUOTE

Isn't there enough cool new technology out there to write about, here in 2005, without having to add more adept powers and metamagic into an already unstable system? Just because it's not magic doesn't mean it's not cool.


mfb was right. The sum total of all the word on physads over the first 15 years was about the same as a single chapter in SOTA64. I mean, come on. Shouldn't they be happy with the handful of powers in SR3?

But, to use the same argument we should also say that everyone should also be happy with the gun selection in SR3. You're making the same argument, but it looks really silly when I articulate it as "guns" instead of "abilities," don't you think?
Crimsondude 2.0
QUOTE (lorthazar)
The answer: Make some more Edges that imitate Adept powers. Why should Kinesics be just an Adept power? It could be an Edge. Tone down Virtouso a little and it could be an edge. Just create a list of edges you can buy after character creation, make them stack with cyber/bio ware, but not adept abilities. 5 karma = 1 Edge point and have a ball. Suddenly your sammies will be on even ground again. Adept Faces will exist but the regular face will be more numerous and just as successful.

Because there's already an Edge oike Kinesics: Looks Good and Knows It.

Other than that, how many people are there that have the same kind of control over their bodies as a physad with Kinesics does? Know a lot of people who can control pupil reaction, do you?

At least photographic memory lies in the realm of reality.

Um, you can already buy edges once game play begins. The only caveat is that you generally have to earn them through RP. Life's not fair that way, but that's the guideline from on high.

QUOTE (Paul)
Just a quick note here-I don't think heated discussion, or eve lengthy discussion means we're doing something bad-in fact we seem to have done some good in here, clarifying at least a few rules. I think we all aknowledge how subjective this topic and line of discussion is-and I don't think anyone means this to be statement of fact, and I hope that despite our criticism that the writers who read this don't take it too personally. (I undertsand how hard it is to look at what you deem a decent product of your creative talent being tore up hard.)

No good comes from a thread like this. It's threads like this that annoy me to no end; the ones where I lay awake at night sometimes questioning why I even bother or, in the case of yesterday, I spent 4.5 hours straight (today, 2 and counting) reading and replying to posts which apparently had the same effect as punching air.
hahnsoo
Could we do with a bit less of the point-by-point out of context quoting and a little more with the overall coherent thoughts and opinions? It's far more readable when I'm reading someone's well-constructed paragraphs conveying ideas than when I'm seeing essentially a personal argument that should be taken to private messages. I hate to be a thread nazi about this... I guess this thread is way out of hand anyway, what with 14 pages of mostly bickering.
Crimsondude 2.0
No.

It's easier and more coherent to address specific points directly instead of within one long paragraph.

I can do those (as you've seen). But now is not the time.
mfb
QUOTE (Craig)
Powers should be general, balanced, and fit the concept of the physical adept. I have serious, serious issues with all the crap in this book dedicated to making Adepts the new Fixers, or the new Mage Helper, or the new Animal Controller.

a) why, and b) whose concept? half the problem with physads, pre-SOTA:64, were that they were so very limited in scope. you could be a sneaky guy, you could be a weapon specialist guy (pistol specialist, sword specialist, unarmed specialist, etcetera), and you could be a superathlete guy. within the basic umbrella concept of "someone whose magic enhances their natural abilities", why should those three be the only options? what's wrong, conceptually, with someone who uses their physad abilities to enhance their natural ability to communicate with others--either other people (social adept) or animals (whalerider)?

QUOTE (Craig)
Aid Spell: There's no limit on this power on how many dice the mage can actually use, like with Spell Pool and Sorcery Skill. A chargen level adept could effectively act as a Force 6 focus for all of a mage's spells, even to a Mage with Sorcery 1.

at a cost of half his power points, yes he could. you're halving the effectiveness of one character to not quite double the effectiveness of another (not quite double because spellcasting is only one aspect of magery).

QUOTE (Craig)
Animal Empathy: Not too bad - other than the very specific nature of the power. There are no 'animal handling' rules, not even in Critters. Too specific to be useful. Also seems like part of a PC-animal fad. Fads make poor powers.

the point about a lack of training rules is valid, but the 'fad' argument is not. if the base adepts had animal training and social powers, this whole 'unarmed badass' thing would be the fad--yet you call unarmed badassery part of the physad's basic concept.

QUOTE (Craig)
Commanding Voice: And this one states the target either carries out the command, or pauses in indecision (GM call) - GM call based on what? If the command made sense? Flip of a coin? If they feel like it?

this is an 'out' for the GM. with the Control Thoughts spell, or something similar, plot-important characters can defend themselves with spell defense, shielding, etcetera (even if these defenses are only borrowed from the plot-important characters' flunkies). with Commanding Voice, there are no such defenses. this 'out' saves the GM from clever characters who will use this power to try to make plot-important characters kill themselves.

QUOTE (Craig)
Cool Resolve: Does 'manipulated' mean you can also use this in Negotiation tests when people are trying to manipulate you to a lower price? And it doesn't protect against the Fear or Influence power of critters (something I could actually see as being useful).

i'd adjudicate it like this: if you're the payer, you get to use Cool Resolve. if you're the payee, you do not.

QUOTE (Craig)
Deep Rooting: I suppose if we were using maps and miniatures for combat, this would be a good power. Sort of. Most of the things you'd want to use this power have so many other problems (weight of weapon, weight of ammo, legality), the recoil is the least of your worries.

you're assuming that the only use for this power is with heavy weapons.

QUOTE (Craig)
Eidetic Sense Memory: Ever wanted to use /log as a justification for knowing something? This would be it. Vaguely acceptable, though it would be nice to see an 'average time' for reading a book, and just how much faster this makes it.

not really an issue with the power itself, since the Photographic Memory edge raises the same question.

QUOTE (Craig)
Elemental Strike: Let's go over a couple of these, shall we? Blast: Characters struck with this effect are subject to Knockdown associated with Melee combat. Uhm... Fire: Did you know that if you set someone on fire in melee combat, their ammo/grenades may go off while you're standing right next to them? Ice: Any moving vehicle must immediately make a crash test. There's something for all the people wanting to fuck with vehicles with melee attacks. There's more, but at least half of them are so vague as to be useless.

that's an issue with the elemental effect definitions, not with the power.

QUOTE (Craig)
Empathic Healing: [FanPro] forgot to add in Bio Index, there. Oops. I'm really not sure where I stand on this one. Compared to, say, a Heal spell, or even a little quick First Aid, it doesn't seem all that useful. Where you had one wounded person, now you have two, slightly lesser wounded people.

considering that the TN for first aid is based on the wound level, i'd have to disagree. i'd also disagree that bio index doesn't factor in, since it states in the bioware rules (not just the healing rules) that 1/2 of bio index is added as a TN to all healing tests, including magical healing.

QUOTE (Craig)
Empathic Reading: So if you're telling a lie, you roll Negotiation to see if people catch you? Hm. New one on me. Wouldn't that mean that most Negotiations get -1 TN per level, then, such as negotiating price down? I sense much bickering with this power.

it says quite clearly in the text for the Negotiation skill that you use it to see if someone catches you lying. that's one specific use for the Negotiation skill, one specific use that this power can be applied to. that doesn't mean it can be applied to all uses of the Negotiation skill.

QUOTE (Craig)
Enhanced Balance: This could be acceptable - if it weren't for the fact that you can already buy a -2 to balance, as 'any sense provided by cyberware can be provided by Improved Sense'. Including Balance Augmentation (senseware), which gives -2 to all rolls involving balance and Knockdown.

arguable. it's worth pointing out that this power doesn't require you to make a Will test to intentionally fall prone. i'd assumed, prior to this, that Balance Aug was an acceptable Improved Sense; honestly, as a GM, i'd allow adepts to take either this version or the cyber version (at the appropriate cost).

QUOTE (Craig)
Enthralling Performance: An interesting power for the occasional NPC to make them more unique, perhaps. Worthy of its own entry? Uhm. No. Not something I can see them having.

NPC-only powers are still powers worthy of an entry. not all physads are PCs; if a GM wants an artist adept, he shouldn't have to make up rules for them.

QUOTE (Craig)
Facial Sculpt: I don't know. This power seems a little... off. I can't put my finger on a reason, specifically. Maybe it just reminds me of all those B-rated horror movies.

*shrug* seems okay to me.

QUOTE (Craig)
Gliding: If it's considered a Difficult maneuver, that makes it TN 6-7! What do you mean, the GM determines the TN? This effect always seemed highly cheesy to me in the movies - it seems no less cheesy here.

there are lots and lots and lots of people--an entire film subculture, point of fact--who disagree with you. this power is for them.

QUOTE (Craig)
Improved Ability: Well, thank god they didn't include Technical skills. But they did include Social Skills. What with all the Negotiation modifiers so far, Fixers are now an Adept class. Mundanes won't be able to compete, period. Never have I seen a better example of marginalization. Doom and gloom aside, I can see many PC fixers retiring and going back into chargen to become Adepts.

like Synner said: how many of these uber-fixer-adepts have you actually seen?

QUOTE (Craig)
Inertial Strike: So... subtract a damage level, but add a success needed. Vaguely useful, I suppose. Seems rather limited, though. I would've done this simply as an increase in the TN to resist it.

it's also handy when you want to capture, rather than kill--more handy than a simple TN increase would have been. it also increases the number of choices available in melee, which makes melee more interesting.

QUOTE (Craig)
Iron Guts: Another version of cyber Ingested Filters! The powers that don't seem useless or outrageously overpowered all seem like versions of cyberware. I hate that.

the fact that there's a cyber version doesn't negate the fact that this power makes sense.

QUOTE (Craig)
Iron Lungs: See above statement, with the note that Internal Air Tanks are actually far, far more effective than this power and only cost 0.25 essence.

see above, with the caveat that i admit the internal air tank is more useful.

QUOTE (Craig)
Kinesics: Fixer Adepts. Even more powerful than Cultured Tailored Pheremones with the bonus to TN's. Bleah. No.

not really. if the guy on the other side of the table has average stats, extra dice are actually far more useful.

QUOTE (Craig)
Linguistics: For no karma cost. For *no* karma cost. I wonder if anyone at FASA bothered to think of the fact that a Trid comes with millions of channels, in every language known to man. I don't even doubt that there are Sperethiel channels. Anyone for picking up two new languages /every day/? I am so not handling those queues. smile.gif Why don't we just say they know all languages at 1 and make it easy? Stupid, stupid, stupid.

wow, the adept can now speak every language. with that kind of power, no power in the universe can stop an adept from ordering coffee. the reason they didn't just give the adept every language at 1 is, people would be complaining about where that knowledge came from. this way is a bit bulkier, rules-wise, but it makes more in-game sense.

QUOTE (Craig)
Living Focus: Hey, didn't we already have a power about adepts acting as a focus? Oh, wait, this is for sustaining. I wonder if, further down, there's a power that gives mages more dice for Conjuring, too. Seriously, adepts acting as a focus for mages is just a totally whack concept to me. I don't know what they were smoking.

you don't like it. i think it's pretty interesting.

QUOTE (Craig)
Melanin Control: Hair is dead. How can you change the color of dead stuff? Must be magic. That aside, this is another power that falls into the 'how can we make adepts better at disguising themselves', and thus falls into my personal grudge-bucket about getting away from what Physical Adepts are supposed to be. Have people forgotten that the first word, before 'Adept', is PHYSICAL?

again, why should adepts be pigeonholed into only being able to sneak, shoot, or punch? there's nothing in the basic concept that limits them like that.

QUOTE (Craig)
Motion sense: See also: Ultrasound Vision. Only with a new table of TNs to deal with. And more modifiers. And ultimately not being as useful, since Background count applies, and it only gives -2 to visibility. Seriously, if you're using this power, you're likely at a +8 penalty already for being blind.

many games don't allow ultrasound vision as an adept power. the whys and wherefores of that fact can be (and have been) argued elsewhere, but it remains true. it's also worth pointing out that USV is useless to a blind adept; this power is not.

QUOTE (Craig)
Multi-Tasking: From the one line description, this power actually LOOKs really really powerful. From the game effects, this looks wussy. However, I'd probably allow this one (after changing the description), because having two Free Actions instead of one is a very useful, but not overpowering, ability. It actually make some sense.

okay.

QUOTE (Craig)
Nimble Fingers: They forgot Draw Weapon. Oh, that's right, Quickdrawing pistols is so easy to do, nobody needs Draw Weapon as a Free Action anyway. Vaguely useful. Would consider it, but the +1 die to Stealth? Covered by Improved Ability. I'd whack that part.

eh. it's +1 to Stealth in certain applications. IA: Stealth covers all applications.

QUOTE (Craig)
Pain Relief: Hey, look, more mage-powering adept powers! Bleah. That's all. Just bleah. Are these Physical Adepts, or Meta-Physical Adepts?

again, personal preference.

QUOTE (Craig)
Side Step: Oh, no, wait, they took another hit. Full Dodge? Pretty sure they meant Full DEFENSE. Gah. You can almost *double* the size of your effective Combat Pool, and in combat, ranged or melee, your Combat Pool is your life. Too powerful.

forgive them a typo. as for the power, physads often have one of the lowest combat pools in the game. street sams have stat mods from cyberware that boost combat pool; and mages, deckers, and riggers generally have high Int and Will. this power puts adepts' combat pool on a more even footing with other character types--and it's expensive enough that if an adept wants to double his combat pool, that's all he'll be able to do. combat pool is nice, but it's not the be-all end-all of combat.

QUOTE (Craig)
Sprint: On the surface, this looks okay. However, I have some qualms about the potential for Adepts to break the sound barrier, like Rigger 3 did with motorcycles. Would have to do the math. Also not sure how ridiculous this would be with Great Leap.

a starting adept could average 60mpt if he maxed out this power, his Athletics skill, and IA: Athletics. fast, but what's the point--especially when you have to spend 4.5pp to do it? speed in SR has no bearing on jumping distance, as far as i remember, so Great Leap won't interact with this power at all.

QUOTE (Craig)
Sustenance: Hey, we have something like this. It's called a Sleep Regulator. But.. uhm. A sleep regulator doesn't work this well, and for only 0.25 points. *THWAK*

again, the fact that bioware or cyberware exists which mimics the function of this power doesn't negate the fact that this makes sense for a character type who uses magic to improve himself.

QUOTE (Craig)
Three-D Memory: Magic Rating in square meters? 6 square meters? You could barely memorize a coffin motel's room, 2 x 3 meters. What the hell? Useless.

or, you could memorize a crime scene. wow, that's useless. you also forgot to mention that a power called three-dimensional memory is measured in square meters.

QUOTE (Craig)
Voice Control: This is just... I don't know. Kind of silly. And potentially abusive, combined with Controlling Voice.

how? Commanding Voice has nothing to do with what your voice sounds like.

QUOTE (Craig)
Wall Running: Another skill that reminds me of bad martial arts movies that have wires everywhere, or video games that allow you to 'wall jump'. Meh. Cheesy, corny, whatever you call it, definately some kind of processed food product.

the fact that you don't enjoy a particular style of movie doesn't change the fact that lots and lots and lots of other people do. it especially doesn't negate the fact that lots and lots and lots of SR players want to imitate those movies.

QUOTE (Craig)
Attunement: While not, perhaps, overpowering, I question the large number of powers and abilities that are being put forth for Adepts to control animals. Has anyone here ever tried to train an animal to fetch slippers? It takes months. Now imagine trying to control the thing in combat. While it is possible, it takes years and years of training. I get the feeling that pets are becoming an 'in' thing, and that certain powers and abilities reflect that. This is one of them. I would also guess that most GMs simply allow PCs to control pets as if they were another character. Easy, simple - and very very bad, with the playing styles we typically have online. I wouldn't allow this, simply because of the projected abuse it seems to want to encourage.

animal training rules would be nice--but, since we're not likely to see another adept supplement any time soon (read: ever), now is the time to introduce animal-oriented adept powers, if they're going to be introduced. you don't want them to be introduced, but that doesn't mean they shouldn't be.

QUOTE (Craig)
Cognition: Better than Mnemonic Enhancers, even. The karma reduction applies to all skills. It lets you center with Perception tests. It lets you center against the defaulting penalty from Intelligence. I would chalk this one up to 'too powerful', even with the two prerequistites.

eh. i wouldn't complain if this were broken up into two metamagics, but i can't bring myself to complain that it's grouped into one.

QUOTE (Craig)
Empower Animal Companion: More animal powers. Almost acceptable, if it didn't seem like part of the new fad. Spending karma for something temporary has also never been something I've been a fan of.

copy and paste my previous arguments about the faultiness of your'fad' concept.

QUOTE (Craig)
Infusion: A nightmare of bookkeeping and number crunching for the GM running the scene.

you need to explain this one. it seems pretty straightforward to me. the adept activates the metamagic and picks a new power. he writes that power down, subtracts its PP value from the Infusion total, and it becomes part of the list of powers his Infusion metamagic can use.

QUOTE (Craig)
Limited Astral Projection: Enh? Enh. This isn't so bad. I could see this.



QUOTE (Craig)
Somatic Control: As Infusion - but WORSE! Math, attribute numbers, and skill modifiers dance before your eyes! I would flatout refuse to do the math as a GM.

*shrug* it's easier than decking. or rigging.

QUOTE (Craig)
Vituoso: While an interesting concept for a one-time plot, perhaps - SCADS of potential for abuse. Imagine a dancer adept having a Virtuoso act that she begins in the middle of combat. Suddenly, the Background Count jumps to 5, making Magic useless. And potentially enthralling everyone in the area. Alternately, there could be some argument made about a piece of clothing being a Masterpiece, so you have a continual Background Count following you around that Enthralls people. Mage Armor, here I come. Bleah.

i'm not 100% behind the mechanics of this metamagic, either. i think it could be made to work, though.

QUOTE (Craig)
As for the different Hermetic ways: Uhm. Hermetics. The whole point of Hermeticism is that they *all work the same way*. Despite quibbling on precise terms, as such, in game terms, they *all work the same way*. That is the point of being a Hermetic Mage. All this seems like extra potentially abusible window dressing.

where'd you get that idea? previously, they've all worked the same, yes--but that hardly means that working the same way is the point of hermeticism. this is a reasonable explanation for why a largely North America-centric game wouldn't have run into other forms of hermeticism, and it backs up the concept--which has been around since at least SR2--that magic is shaped by perception.

QUOTE (Craig)
And lastly, Rune Magic: So, let's see. Double the base time. Extra test to make that can muck up your enchantment. Each restriction reduces the TN by -1. Well, let's start with, 'Only usable by me', and work down from there. On here, we actually say, 'If it doesn't restrict you in some fashion, it's not a geas', but that would make this thing pretty darn useless.

explain how 'only usable by me' isn't restricting, and you'll have an argument.

QUOTE (Craig)
In conclusion... I see a whole boatload of arguments about how things work, mages vs. sammies, marginalized mundanes and overpowered archetypes, and that's just in the new Adept powers. Bunk. They want how much money for this six-month headache waiting to happen again? I'll pass.

no. what you're seeing is an SR that's growing and expanding, remaining relevant to the bulk of its players, rather than remaining the same and drifting into irrelevancy.

edit: hahnsoo, if you can show me how to address specific points with generalities, i'll do so.
hahnsoo
Simple. Just don't quote people. Write your thoughts and ideas independently of dividing the quote into separate parts... the moment you divide a post into multiple parts is the moment you take the context out of the idea and invalidate the basis of your reply by diving into minutiae. The first post was as poorly-written as the subsequent point-by-point replies... just because the original post was poorly-written doesn't mean one has to stoop to that level.

Last time I'll write a criticism on this particular thread, as I don't like wearing the thread nazi hat. I just thought someone should pipe up at least once, just for the sake of ethics. Carry on.
mfb
*shrug* the points he made were disparate. it's impossible to address them quotelessly without rambling. the quotes provide a nice way of dividing ideas which are, at their core, divided.
Kagetenshi
QUOTE (mfb)
QUOTE (Craig)
Commanding Voice: And this one states the target either carries out the command, or pauses in indecision (GM call) - GM call based on what? If the command made sense? Flip of a coin? If they feel like it?

this is an 'out' for the GM. with the Control Thoughts spell, or something similar, plot-important characters can defend themselves with spell defense, shielding, etcetera (even if these defenses are only borrowed from the plot-important characters' flunkies). with Commanding Voice, there are no such defenses. this 'out' saves the GM from clever characters who will use this power to try to make plot-important characters kill themselves.

It's a bad out. I daresay it's even a horrible out. It is the clearest sign that the power should not be in the game.

Crimsondude: a short in my power cord made me lose my response to you, but I'm reconstructing it.

Hahnsoo: point-by-point is the proper way to address issues like this. It's a mess enough as it is. If we were covering things in large, unquoted blocks, I'd be doing the Thread Nazi thing and asking people to start going point-by-point.

Oh, and harking back to Synner's question:

1) No examples of practical abuse. That proves nothing, as no characters have been generated in any of my games by anyone with access to SotA:2064 at time of creation.

2) Nope, because as far as I know I'm still the only person in any of my groups with the book, and no characters have died recently.

~J
mfb
what's so terrible about it? even when the GM decides the command doesn't work, it's still a useful power.
Synner
Thank you to both Crimsons.

And Kage, while it might not have happened in your games, I'm sure there are plenty of people who've had the chance to cycle in new adept characters in the past six+ months that these rules have been out there. I just want to hear if the problem is as big as the noise being made about it would lead people to believe.

For something that's gotten so much talk and discussion, I've yet to meet anyone who's actually encountered a problem with any of the adept material introduced in SOTA64. In fact my experience has been quiet the contrary, people have contacted me to tell me how much fun they've had and how they've finally been able to bring their character concepts to life. So I'll reiterate the questions:

QUOTE
- Has anyone encountered a practical case of the Way of the Speaker-abuse in their games?
- Are your players all playing these uber-adepts now?


One final note - regarding the Hermetic Path, I would argue that those of you having difficulties absorbing the fact that it's not monolithic, haven't been paying much attention to the material that's been introduced as far back as the Grimoires (yeah SR1, imagine that?) and Awakenings (SR2) - whether it was the original "elemental schools" or the later varieties of Chaos Magic, Qabbalah, Black Magic, etc, the material in SOTA64 did not come out of the blue. It is built on stuff long-established in both the fiction and the rules and hopefully takes it in an entirely unexpected direction - one I'm very pleased to have been able to contribute to.

While I'm taking the time, I'd strongly urge picking up the aforementioned Awakenings for a wake up call about the various Adept Ways and how those help define an adept's power development.
Gyro the Greek Sandwich Pirate
If there are serious mechanics problems, I would think one could always appeal to the Gods Of Errata.
mfb
errata's tough. not only do you have to make sure the fix is good, you have to make sure the text of the fix will fill close to the same wordcount as the old text.
Cochise
Since I was one of the first persons to voice similar complaints (differences in details, but some significant similarities) as Craig, right after I got SotA'64, I'll simply answer Synner's questions:

1. Yes, I have encountered two Adepts that made use of the Speaker's Way in what I'd consider abusive ... Simply because the powers in question (as the majority of the SotA'64 powers) do lack the incompatibilty to cyber, bio and edges that previously known powers had to a certain extend ... That was one of my initial concerns, that I got "smacked" for when voicing them openly ... and I was "smacked" by practically the same persons that now go against Craig

2. Depends on what you consider "uber" and "my" ... I have witnessed a serious increase of Adepts in general. And I cannot say, that they were "rare" before SotA'64 in my rounds or the rounds that I happen to have insight into. And those Adepts weren't just highly-specialized stealth, melee or Way of the Gun types back then either ...
mfb
how abusive? and what else were the adepts good at?
Cochise
QUOTE (mfb)
how abusive?

Here's the problem: What I consider abusive doesn't necessarily look abusive to you.
It's a personal impression that cannot be subject to debate ...

QUOTE
and what else were the adepts good at?


Next big problem: What do you consider "being good at"?
I can assure you that the two Adepts in question where not limited to doing the negotiation part during Runs.
One was also a rather good fighter the other one ventured into the realms of overcoming security systems with again rather good technical skills to do so.
GentlemanLoser
Unless I'm mis interpreting the rules for Living Focus, I think the idea of it being a 'Buddy Mage' ability wrong. Unlike the other BM powers mentioned (Aid Spell, Pain relief, etc) Living Focus is a bonus for the Adept.

"in order to sustain a spell cast on her"

Get a mage to cast a sustained spell on your Adept, by pursading the mage they don't have to sustain it. That's great. It doesn't sustain a spell cast for the casting mage...

It's also not overpowered in any way, as you take the +2 TN penalty and are limited to sustainng only 1 spell in this fashion.

Imagine a Gun Adept begging a mage to cast Enhance Aim on them, hoping to get at least 6 sucessess, to have a bonus after the +2 TN penalty.

Now adding in Aid spell could be broken...

"Cast Enchance Aim on me, I'll give you 6+ extra dice. Woo-Hoo! You got 12 sucesses, that's a minus -4 TN for my (Centered, Attuned, Laser Sighted, Vision Magnified, Improved Pistol) shots!

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