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GentlemanLoser
Hi All.

Has anyone had problems with Shamans sustaining spells? Well with mages sustianing spells, but hermatics have the option to sustain spells through summoned elementals, which shamans do not.

The +2TN per sustained spell is a heavy penalty, that with even one spell sustained, coupled with some light drain and maybe a light physical wound starts to make it very difficult for a shaman to do anything. From casting another spell, shooting a gun or even talking thier way out of a situation... Even forbid the Shaman tries to sustain a second spell... Casting anther spell while sustaining others is going to lead to taking drain, and more penalties, the sustaining penalty is applied to drain tests isn't it?

Or do all mages start with enough cash to purchase all the sustaining focuses they need at generation?

I understand the need to limit the amount of spells a mage can have active at one time, but doesn't anyone else find this penalty to be too harsh? Has anyone thought of house rules for sustaining spells? Maybe along the lines of linking sustained spells to the spell pool, decreasing a mages magical capability while sustiaing spells, while still enabling them to do other activities.

Not all characters start with enough cash to dole out a number of focuses at generation.
Aes
You could take focused concentration as an edge and lower the TN to 1 per sustained spell for starters.
hahnsoo
Nope, not too harsh. It's balanced as it is, and you can always take the focused concentration edge if your GM allows it.

Shamans get a significant edge in terms of cash-saving (lodges are dirt cheap, and they don't have to pay for summoning materials for their spirits) and skills (the totem bonuses alone are great). Hermetics are quite expensive to play, and elementals don't come cheap.
Critias
How many spells do you need to sustain, and still be trying to do other stuff?
Sandoval Smith
It's a balancing thing. A shaman can whip up a spirit almost anytime (which tend to have a bunch of neat powers on their own) and any place, not to mention the potential bonuses from the totem they follow (which usually outweigh the flaws).
GentlemanLoser
wink.gif

Fine.. Then an aspected sorcerer. No summoning, no shaman dice bonuses/penatlies.

It's not about what spells need to be sustained, but about having a charcater that can act after using 1 (or possibly more) sustained spells.

A +2TN (I'm not counting the edge, but thanks for pointing that out!) on top of wound's and other situational modifiers makes it just about impossible to do other things while sustaining a spell. Then god forbid you actually get into trouble and have to fight or cast an offensive spell, what do you do? Drop any combat buffs you have on? Without a sustaining focus, is it even worth having a combat buff? Drop the other sustained spell you have? (something situational, detect life, light, whatever...)

Or (as had been sugested in other threads) should spell casters just cast buff on other people, then go sit in a hole somewhere? A very entertaining PC to play...

Why should sustaining a spell cripple every other action you take? It even makes it harder for you to run...
hahnsoo
QUOTE (GentlemanLoser @ Mar 10 2005, 06:35 AM)
A +2TN (I'm not counting the edge, but thanks for pointing that out!) on top of wound's and other situational modifiers makes it just about impossible to do other things while sustaining a spell.  Then god forbid you actually get into trouble and have to fight or cast an offensive spell, what do you do?  Drop any combat buffs you have on?  Without a sustaining focus, is it even worth having a combat buff?  Drop the other sustained spell you have? (something situational, detect life, light, whatever...)

Sustaining one spell is MUCH different than sustaining a spell after getting hit with a taser and shot twice with a Colt Manhunter. If you are that fragged up, sustaining a spell should be the least of your worries.

Shadowrun doesn't rely on a "buff" system per se, unlike that other game and most Computer RPGs. Most magic in SR is serially casting spells one at a time instead of stacking it.

Also, I'm pretty sure Aspected Sorcerers get the benefit of Totem dice.
GentlemanLoser
I think that's shamanists. Sorcerers are hermatic mages that can only cast spells, not summon elementals.

So you've one sustained spell (mask, you don't want everyone to see your face... for example), cast an offensive spell, take a box of drain because you have +2TN to your drain test (you're now at +3TN's). Then take a light slap (after armour/body) from someone still alive after your spell (your now at +4TN).

With +4TN/-4 init you're in a world of trouble... Try casting another offensive spell and suffer +4TN to drain... Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

So it's really only me that thinks the sustaining penalty is too much? It also doesn't matter how good/bad or experienced a mage you are, all mages suffer (baring the edge..) the same penalty for sustaining a spell? I just don't like that...
Critias
The point is just know when to drop a spell. If you've got a spell that you think is some vital part of your character's survivability, purchase (via nuyen, karma, or both) a way to make it permanent. There are plenty of ways to do so (metamagic techniques, spell lock foci). And, as mentioned, there's already an Edge to literally cut your problem in half.

Or keep your character (if he's the sort who's going to be concentrating, quite literally, on spells that he'll be maintaining rather than direct-damage sorts of magic) out of the line of fire. Save the bullet dodging to sammies and adepts, sit in the car with the decker and rigger and just know the team is benefitting from the enhanced aim or combat sense you're holding in place on a combat-oriented buddy's head. Accept the fact you don't belong on the front line (if you're not focusing on front-line spells), and stay out of harm's way as much as you can.
GentlemanLoser
So the answer is unless you start/earn with enough money to buy your focuses (which might not be available in the game you play), or have played long enough to initiate (and again if your game allows the initiation rules) don't use self buff spells if you want to take part in the action. Especially if you don't have a large group, or aren't part of a large team using npcs to make up the numbers.

Don't bother with sustaining armour, Increased refelexes (or any other self improving spells) if you want to cast spells/shoot/hit things in combat.

Or go get yourself a book/comic/hand held game to play when you buff the party and go sit out the action...

wink.gif
hahnsoo
QUOTE (GentlemanLoser)
I think that's shamanists. Sorcerers are hermatic mages that can only cast spells, not summon elementals.

You can be a sorcerer and follow a shamanic tradition. All that a sorcerer means is that you can only use your Sorcery skill. You still get totem dice. On page 160 of SR3:
QUOTE
Sorcerer
Sorcerers can use the Sorcery Skill, but cannot use Conjuring. Sorcerers can be either shamans or mages. They follow the rules of their tradition for Sorcery. Shaman sorcerers receive totem modifiers, if applicable, to their skill.
GentlemanLoser
wink.gif I stand corrected. Shamanists are the ones who can cast and summon, but only for spells/spirits they get a totem bonus to aren't they?

But still, unless you have money growing from trees, or enough karma to initiate multiple times (and them bond your focuses/perm your spells) - and a GM who isn't stingy! - what is the point of an active mage (not a buff the fighters, go sit in a hole type...) having things like Increase Body. Enhanced Aim. The list goes on. They just can't be used alongside a +2TN per spell.

*Shrugs*

Maybe everyone here starts off with a million new yen on their mages and has never encountered this problem. Or run for jobs that pay enough for healing, ammo, food and rent with enoguh left over to pick up a nice new focus...

mintcar
If your in a game were the GM doesnīt have or use Magic in the Shadows, nag him until he does. Or play a mage. Or stick to conjuring, spell defence, shooting and the occational combat or confusion spell. Just because it isnīt viable to buff yourself into a combat monster when your a starting PC shaman with D in resources, doesnīt mean your out of options.

Tell you what. If your main goal is to be able to sustain several spells and still be active in combat, do one or more of the following: Play a mage and use elementals for sustaining. Play a shaman, but see to it that you have money enough to buy sustaining foci. Get the quickening metamagic at initiation (if your game allows for initiating. If not, see the advise above about naging). Get a sustaining focus when you get paid for your first run, even at force 1 or 2 they are golden. If your game involves edges and flaws, get the edge you were talking about.

But my best advise is to look at the vast possibilities you have beond those combat oriented sustained spells. Most sustained spells will be most usefull when your not bothered, so you may drop them when you need to do something else. The penelty is more than just a game ballance thing. It says doing magic in shadowrun demands concentration. Try to see the whole picture. Most players donīt realise what their shamans or mages are capable of with a little imagination.
GentlemanLoser
"Play a mage and use elementals for sustaining."

wink.gif Mentioned that above, but still, it's not cheap to summon Ele's.


"Most players donīt realise what their shamans or mages are capable of with a little imagination."

Like the player who wanted to play a cat street shaman and use a transformation spell to turn into a tiger to fight, but who didn't start off with enough money to buy a focus, and isn't paid 15,000 per force point per run to go and buy one. And who found out that the +2TN really hurts, especially when combined with Drain and damage...

And then tried to cast a moderate armour spell as well...
hahnsoo
QUOTE (GentlemanLoser)
wink.gif I stand corrected. Shamanists are the ones who can cast and summon, but only for spells/spirits they get a totem bonus to aren't they?

But still, unless you have money growing from trees, or enough karma to initiate multiple times (and them bond your focuses/perm your spells) - and a GM who isn't stingy! - what is the point of an active mage (not a buff the fighters, go sit in a hole type...) having things like Increase Body. Enhanced Aim. The list goes on. They just can't be used alongside a +2TN per spell.

*Shrugs*

Maybe everyone here starts off with a million new yen on their mages and has never encountered this problem. Or run for jobs that pay enough for healing, ammo, food and rent with enoguh left over to pick up a nice new focus...

I'm playing a Magician's Way adept currently with my home group, and we are rather stingy with both Karma and cash (most runs pay 5,000 nuyen per member). I hear your problems, but the fact of the matter is that mages in Shadowrun aren't meant to sustain multiple spells without the aid of expensive helpers. In "that other game" and on some other RPGs (computer RPGs come to mind), sure. But radiating magical energy is just going to make you into an astral beacon to be beat down.

The best way to make up the difference is to get yourself an Enchanting skill. With a little downtime, you can just make the foci you need at a fraction of the cost, both Karma and money-wise. Or simply make lots of Orichalcum and sell it off for easy money.

Initiating the first time and getting Quickening takes, at maximum, 18 Karma. That's about 3 to 6 sessions, depending on your group. You'll have to spend Karma to quicken spells, but then you become a veritable monster.

Enhanced Aim is a waste of Spell Points, unless you focus on it (like my character does). The Increased attribute spells are very little bang for buck. Focus more on the utility spells (Levitate/Magic Fingers) and the instant spells when you first start out.

Also, anyone with the injury mods you are describing is going to have a rough time. If the run has gone that bad, then it's probably time to scrub it and try again later, or simply cut and run. A good shadowrun is one where you don't get injured, and you get to live to tell the tale.
mintcar
I think we might as well realize that thereīs a reason thereīs never been a "Combat Shaman" archetype, like thereīs been a "Combat Mage" achetype. Even though there are several ways of doing the first, the two do have different conditions, and it might not be the natural road for a shaman.
GentlemanLoser
wink.gif

When things went wrong (and this is all just an example) the transferomed cat shaman found although his was nturally quicker (Can't remember the stats for tigers, but they're bound to have a high quickness), it got harder for him to run away, as he now had a +2TN to his althletics test to increase his running speed...

Looks like I am on my own thinking a broad +2TN is too harsh...

wink.gif
mintcar
I do understand the frustration you describe. My players have felt it too. Itīs mostly because thereīs no "level-limits" to spells in shadowrun. Most of the things you describe would be to powerfull if they could be done with no cost, at any time. So the player that wants to turn into a tiger with magical armor is just going to have to wait until heīs a powerfull magican. If your really playing a lowpowered game with small payments in both nuyen and karma, maybe you should stick to simpler spells. Or convince your GM to change focus of the campain. Tell him you want a chance to do some of the cool stuff you imagined, and you need to gear up the power levels of your campain.
hahnsoo
QUOTE (GentlemanLoser)
Looks like I am on my own thinking a broad +2TN is too harsh...

Pretty much. I don't want to sound harsh, but that's the way SR magic is. Just like fighting against a troll automatically means you're screwed in terms of power, toughness, and reach.

We've run an alternative set of rules for sustaining spells when every PC spellcaster and their grandma seemed to have Focused Concentration. Basically, the first spell gives a +1 penalty, the second spell gives a +2 penalty (total of +3), the third spell gives a +3 penalty (total of +6), the fourth gives +4, etc. Focused concentration remained the same. Basically, this just means that the first sustained spell is the same for all casters, edge or no edge. As the cumulative modifiers build up, Focused Concentration is still better, but this allows for mages to not feel "shafted" if they don't have Focused Concentration. Run this house rule by your GM and see if he likes it. Tell him that it's to balance against the cheese that is the 2 point edge of Focused Concentration.
DarkShade
in this case I would use different base target nrs, some things might be naturally easier for a tiger <ie running, jumping> and some harder <ie drinking water from a glass smile.gif >, but still use the +2 afterwards.. a tiger witha +2 should not be able to outrun another tiger but should definitely be able to outrun a normal human.

edges, foci, permanent, centering, there are a zillion ways to get around the +2 for a specific spell. oh and about foci.. if you dont have the $$ to buy one, well then steal one!!.. you are a runner, arent you? smile.gif

DS
Critias
Combat Shaman very much are possible. I play a few, and I've got one (an Adversary follower) that's never seen the light of day because of how powerful he'd be.

They just aren't a "Combat ______" by casting and sustaining multiple spells that will try to let them shoot like an adept, take a bullet like a troll, and hand out a beating like a samurai. They -- and by "they" I mean "anyone, not just the poor maligned shaman," just can't do that as a starting character. They're not meant to. It's not D&D, it's Shadowrun -- you just have to accept that the magic level is different, and has different applications.

Even if it was D&D, you can't make a first level mage who can bulk up his strength, his armor, his ranged capabilities, his initiative, etc, etc, all at once (for more than a few minutes a day, if that).

It's a power level thing. You need extra goodies -- be it karma or nuyen or a combination of the two -- to be able to pull off stuff like that. In the same fashion, a starting street sam doesn't have Beta MBW 4 and a panther assault cannon in each hand.

Build you way up towards it, don't shake your fist and rail against the game for being broken (or other DSers for, judging from your tone, being some sort of uber-munchkin elite club, because we suggest waiting and saving up your money and karma). The simple fact is there are ways to make a character dripping with sustained spells...they just don't work at character creation. Look at it as your IC goal, not just your OOC one.

And then, when you get there -- with your extra 3d6 init, +4 Str, +4 Body, +4 Quickness, -3 to all ranged attack TNs, combat sense, +6/+6 armor, and the capability to cast offensive spells, all for no essence loss... maybe you'll understand why it's not possible at creation.
hahnsoo
QUOTE (DarkShade)
if you dont have the $$ to buy one, well then steal one!!.. you are a runner, arent you? smile.gif

Heh. Our game is so money-poor at times. The one time I got to steal a sustaining focus, I had to hock it to my talismonger to get rent money. smile.gif
GentlemanLoser
smile.gif

"Most of the things you describe would be to powerfull if they could be done with no cost, at any time."

I agree whole heartedly with that. There has to be some limitation.

But it's not a power level problem here, it's that all the (self) enhancement powers (without resorting to the 2 point edge) are near to useless unless each have a 15 grand per force focus. There is no point using a +6 Body spell, to make your mage more robust to survive a combat when if you do cast it you'll have to hide behind the sam anyway.


"We've run an alternative set of rules for sustaining spells when every PC spellcaster and their grandma seemed to have Focused Concentration. Basically, the first spell gives a +1 penalty, the second spell gives a +2 penalty (total of +3), the third spell gives a +3 penalty (total of +6), the fourth gives +4, etc. Focused concentration remained the same. Basically, this just means that the first sustained spell is the same for all casters, edge or no edge. As the cumulative modifiers build up, Focused Concentration is still better, but this allows for mages to not feel "shafted" if they don't have Focused Concentration. Run this house rule by your GM and see if he likes it. Tell him that it's to balance against the cheese that is the 2 point edge of Focused Concentration."

Cool. That's a nice idea. But there still exists the problem of casting + Quickness to make you run faster, but it now being harder for you to run... I know, same old example, but I'm at work, and can't work out a better one. wink.gif


"in this case I would use different base target nrs, some things might be naturally easier for a tiger <ie running, jumping> and some harder <ie drinking water from a glass >, but still use the +2 afterwards.. a tiger witha +2 should not be able to outrun another tiger but should definitely be able to outrun a normal human."

Yeah, the penalty is too broad.


"They -- and by "they" I mean "anyone, not just the poor maligned shaman," just can't do that as a starting character. They're not meant to. It's not D&D, it's Shadowrun -- you just have to accept that the magic level is different, and has different applications."

But they can do it, if you start with a million new yen (kinda hard to explain if you're plaing a street type..) and just buy the appropriate focuses.


"(or other DSers for, judging from your tone, being some sort of uber-munchkin elite club, because we suggest waiting and saving up your money and karma)."

;P Sorry if my posts came across that way, this forum is by far one of the nicer ones I've visited, with a very prolific game's being possibly the worst.

With those forum goes definatley being elitist. If your view of the game differed to thiers by 1 degree, (especially if you weren't in thier elite club) you views were just derided.

I haven't seen any of that here. smile.gif
hahnsoo
It really sounds like you are pounding a square peg into a round hole. In other words, you are trying to fit a character with certain capabilities into a role in which that character is ill-suited to fill. If your character concept really hinged on Shapeshift, for example, I'd be damn sure at character creation that I'd have a way to sustain and control that spell. This would mean adjusting my priorities around and perhaps compromising on certain aspects of the character, but it would be a logical choice and I'd be much happier starting out with that character. If you want a character with more Body, there are better ways to go about it than an Increase Body spell, and most of them are more permanent than the spell would ever be. Playing a spellcaster means that you will sustain spells pretty much one at a time, because of the Drain and the TN penalties. That's a limitation that you have to learn how to respect and circumvent.
tisoz
Learn channeling.

Have your shaman channel a force 5 spirit.You get +5 Body, +5 Quickness, +5 Strength plus a bunch of other stuff. It doesn't need sustained, doesn't cost the shaman a single nuyen.
Crusher Bob
QUOTE (GentlemanLoser)
...

With +4TN/-4 init you're in a world of trouble... Try casting another offensive spell and suffer +4TN to drain... Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

...

Wound penalties don't apply to drain tests, as they are a form of damage resistance. So you'd be at +4 TN on the effect but only at +2 TN on the drain.
Cray74
QUOTE (GentlemanLoser)
Drop any combat buffs you have on?  Without a sustaining focus, is it even worth having a combat buff?  Drop the other sustained spell you have? (something situational, detect life, light, whatever...)

Or (as had been sugested in other threads) should spell casters just cast buff on other people, then go sit in a hole somewhere?  A very entertaining PC to play...

Buff? This isn't Everquest.

In Shadowrun, spells are like tools, gear and weapons.

*You use a manabolt to kill a guard without the difficulty of sneaking a silenced pistol through security.
*You use mindprobe to interrogate a subject more effectively than pliers, a rubber hose, and a lie detector.
*You use improved invisibility to sneak past observers more effectively than camo clothing.
*You use fashion and makeover to quickly disguise your appearance, or to crawl out of a sewer and into a fancy restaurant without alarming the guests.
*You use barrier spells for portable, ultimately concealable armor - no one knows you have it until its cast.

Shadowrun has some augmentation spells, but (as you noted) they aren't too useful without sustaining foci. I'd recommend you look into other sustained spells, like invisibility and barriers, rather than looking for useful "buffs."

QUOTE
There is no point using a +6 Body spell, to make your mage more robust to survive a combat when if you do cast it you'll have to hide behind the sam anyway.


There is, in fact, a point to a +6 Body spell: helping that cybered-up samurai heal more quickly by modifying first aid TNs. Depending on the situation, it might do more than a healing spell.
Edward
It is harsh but I don’t think it is to harsh.

If you reworked it only to reduse spell pool I would be running around with 3 sustained spells all the time.

I often take focused concentration and/or several sustaining focuses at character generation. Usually just armour and reflexes. Later I pick up levitate and maybe others. Mostly I don’t sustain a spell while trying to do anything that needs a roll. I never have a problem with it, but then I remember to consider that penalty when deciding what spells to have active. Sustaining foci are not that expensive, 200,000 will by you the necessities and if you want to use buff spells in SR then yes, you will need them.

As to elementals, an elemental to sustain your force 4 armor spell will cost 4000 to summon, a starting character will on average have 3 successes on the conjuring test that is more than 1000 nuyen per casting. And the elemental has to follow you around adding to the risk of detection by astral security, especially if you have masking.

If your concerned about the cost of elementals or getting new foci in game ask your GM at character creation how much he expects to be paying you. This is an important point because if you design a character that believes he is worth 20,000+ to bother taking a job your going to have a problem when the GM sets up runs that only net 5k. You also have a problem if you design a starting runner with little experience if the GM sets runs worth 20-30K if you have never been offered that much you may decide this is to rich for my blood I’m better of dumpster diving this month.

And just so you know I have played characters that would rather sleep on the street than part with there foci, mostly because with there foci they can survive on the street. Without going to there apartment is asking to be robed.

Edward
tisoz
Elementals can only sustain a spell for a number of turns equal to their force. So a Force 6 elemental can sustain it for 18 seconds, then disappear. Or you bind it to the spell and it has its force reduced by a point a day, and as I read things, it can't provide other services. This seems more expensive than just getting a focus.
Mr.Cato
QUOTE (GentlemanLoser)
I think that's shamanists. Sorcerers are hermatic mages that can only cast spells, not summon elementals.

So you've one sustained spell (mask, you don't want everyone to see your face... for example), cast an offensive spell, take a box of drain because you have +2TN to your drain test (you're now at +3TN's). Then take a light slap (after armour/body) from someone still alive after your spell (your now at +4TN).

With +4TN/-4 init you're in a world of trouble... Try casting another offensive spell and suffer +4TN to drain... Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

So it's really only me that thinks the sustaining penalty is too much? It also doesn't matter how good/bad or experienced a mage you are, all mages suffer (baring the edge..) the same penalty for sustaining a spell? I just don't like that...

I was under the impression the ONLY sustained spells adds to drian power in the drain resistance test.

That is some improvement from your xample where all modifiers count to the drian test.
tisoz
QUOTE (GentlemanLoser)
So you've one sustained spell (mask, you don't want everyone to see your face... for example)

A few mistakes on calculations have been corrected, but I saw one more. Therefore I'll try plugging in the correct modifiers for the entire example.

+2 modifier for drain, +2 TN for success tests.
QUOTE (GentlemanLoser)
cast an offensive spell, take a box of drain because you have +2TN to your drain test (you're now at +3TN's).

+2 modifier for drain, +3 TN for success tests, -1 Initiative modifier.

QUOTE (GentlemanLoser)
Then take a light slap (after armour/body) from someone still alive after your spell (your now at +4TN).

Why were you letting them slap you? wink.gif
+2 modifier for drain, +4 TN for success tests, -2 Initiative modifier.

QUOTE (GentlemanLoser)
With +4TN/-4 init you're in a world of trouble...  Try casting another offensive spell and suffer +4TN to drain...  Or shotting someone with a +4TN (and movement/cover/light/multiple opponent penalties. etc). If there are a couple of people still active, it just get worse...

Your numbers are off, so they are not that bad.

Wear a mask, then you can drop the mask spell and can still conceal your identity. Use the mask spell to blend in. If you are using offensive magic, you are no longer blending so well. As an alternative, since you are a shaman, conjure a spirit and let it conceal you.

By dropping the spell, you only have your injury modifiers. Without sustaining the mask spell when you went offensive, you might have avoided any injury modifiers.

QUOTE (GentlemanLoser)
So it's really only me that thinks the sustaining penalty is too much?  It also doesn't matter how good/bad or experienced a mage you are, all mages suffer (baring the edge..) the same penalty for sustaining a spell?  I just don't like that...

Pretty much just you. Why should they not get the same penalty for sustaining a spell?
mintcar
When you get better you are able to handle bigger target numbers, you donīt get smaller target numbers because you get better.


Continue arguing this with us. Iīm serious. It takes a lot of hard thinking to really get into the shadowrun system. I still have doubts about things. Then after arguing it with these other guys over the course of four pages I usually find that no matter what I think about it, thereīs a logic to the way the rules stand that I just didnīt get before. Like someone told me not so long ago: Itīs propably easier to change the way you look at it, than to change the whole system. The rules arenīt perfect. But we are all telling you that in this case, youīre looking at this the wrong way.

To get the same understanding of what is possible for your character that you get just by looking at the class description in D&D, shadowrun demands that you look into roughly thousand pages of rules (depending on wich books you use) and do a lot of math. You have to figure out your own concept and then recon how itīll work out in play. This gives you a lot more possibilities, but it also gives the false impression that anything is possible. Would you be as dissapointed if the "increase" spells simply werenīt available to starting characters? Or could only be cast at foci, not without? I donīt think so. Maybe a little bit, but not as dissapointed.
mintcar
And good magicans center against penalties, so they donīt suffer as much at all. smile.gif
John Campbell
QUOTE (GentlemanLoser)
"Most of the things you describe would be to powerfull if they could be done with no cost, at any time."

I agree whole heartedly with that.  There has to be some limitation.

But it's not a power level problem here, it's that all the (self) enhancement powers (without resorting to the 2 point edge) are near to useless unless each have a 15 grand per force focus.  There is no point using a +6 Body spell, to make your mage more robust to survive a combat when if you do cast it you'll have to hide behind the sam anyway.

And they're duplicating effects that that sammy had to buy tens or hundreds of thousands of nuyen of hardware and burn Essence to acquire, or, in some cases, can't get at all. The costs of foci, elementals, and/or initiating and Quickening are the only things that keep casters from being small gods right out of the box.

This is just the flip side of the periodic "OMG mages are so über-munchkin!" posts that appear here. They've noticed the power without noticing the costs and limitations of it. You're noticing the costs and limitations without noticing the power that they're there to limit.

QUOTE
But they can do it, if you start with a million new yen (kinda hard to explain if you're plaing a street type..) and just buy the appropriate focuses.

Starting resources aren't necessarily cash money. In fact, you can't get a million nuyen cash from starting resources... any leftover starting resource nuyen are divided by ten before they go into your bank account. Starting resources represent all the stuff you've put time and/or money into acquiring over the years. A street shaman may not be able to explain having a million nuyen cash, but having collected a few moderate-force foci over his lifetime is easier to explain, especially if he has a decent Enchanting skill.
GentlemanLoser
"Learn channeling.

Have your shaman channel a force 5 spirit.You get +5 Body, +5 Quickness, +5 Strength plus a bunch of other stuff. It doesn't need sustained, doesn't cost the shaman a single nuyen."

Oh. Where's this detailed?

embarrassed.gif Some of my numbers were off... Sorry...

Back to the cat chaman in Tiger form. With the +2 TN to all actions (including running, fighting, pretending to be a tiger, etc) why use this spell without a focus?

"Why should they not get the same penalty for sustaining a spell?"

I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

*Shrugs*

smile.gif
John Campbell
Quickening, basically, eliminates the penalty for sustaining without a focus entirely. That 200-year-old Grade 30 Initiate almost certainly knows the technique, and has accumulated enough Karma over his lifetime that a dozen points for Quickening a spell is a pretty minor cost. On top of that, he's had 200 years to work on his Enchanting and manufacture foci for any spell he wants to sustain, and a high enough Magic rating that focus addiction isn't a problem unless he gets totally crazy with the buff spells.
Tarantula
Centering is also the way to avoid taking the TN penalties for sustaining spells. Which is of course, another metamagical technique that the 200 year old grade 30 initiate would obviously know.
BitBasher
Although centering can only be done once, as it takes a free action. You can center versus the drain penalties or the casting penalties, but they are two different tests, I don't think you can center for both.
tisoz
QUOTE (GentlemanLoser)
I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

*Shrugs*

A 30th level initiate probably knows every metamagic, or at least all of them that benefit him. People already mentioned Centering, which will in effect reduce that +2 modifier plus a bunch more. Quickening was also mentioned.

The mage with willpower 20, must have a high force increase willpower spell or be a dragon maybe, will be able to overcome a +2 to TN or drain much easier than the willpower 1 mage. Really, the willpower 1 mage should realize his limitations and not try casting while sustaining multiple spells.

Channeling is a metamagic detailed in Target: Awakened Lands, aka Target - Australia. I will bet you don't have it, so here are my cheat sheet notes (incomplete, but give an idea of how it works and benefits.)
QUOTE
Channeling

Contact spirits astral form
Conjuring test vs. (2xForce) - grade
Successes x 10 minutes for duration it lasts
Get to use spirits powers except Engulf, Materialization (needed for immunity  to normal weapons)
Increase Initiates Physical Attributes by Force
Channeling a Great Form grants Immunity to Normal Weapons and powers
At end of Channeling Resist (F)D Stun, if F>Magic Drain is Physical
Spirit owes no more services and departs
mintcar
cool. Didnīt know that
JaronK
QUOTE (GentlemanLoser)
Back to the cat chaman in Tiger form. With the +2 TN to all actions (including running, fighting, pretending to be a tiger, etc) why use this spell without a focus?

Because if he's being pursued, he could turn into a tiger and run away faster. Or he could turn into a bird and fly around. Or perhaps a large gopher so he could dig. Who knows? You honestly can't think of a use for a shapechange spell? Even just looking like a different human would be helpful.

JaronK
mintcar
JaronK. Take a look at my sketch of your character in the Art Attack thread. Sorry if Iīm nagging you chummer, just donīt want you to miss it.
Kanada Ten
Ritual Magic can be used to sustain a spell for a period of time. Things that are to be done long before a run, such as Increased Ini, can be cast using this method.
Critias
QUOTE (GentlemanLoser)
I find it wrong that a novice just casting thier first spell and a 200 year old elf, 30th level initiate so interwoven with the magical tapestry and knowledgeable about magic itself both have the same difficulty sustaining a spell. Or a mage with a willpower of 1 compared to one with a willpower of 20... Or body ratings if you decide that you're holding magical energy within your body.

I find it wrong too. Luckily, so does the Shadowrun rules set, once you get past the BBB.

Seriously, dude. Get MitS, and read over it. Make your GM do the same. Then earn about 30 karma. Then be content. It's not as bad as you're making it out to be.
The White Dwarf
Theres not even an issue here. The author posed a question with a crappy frame to it. "How do you get around all the sustaining penalties, but without using half the things that get you around the penalties"... what kinda question is that.

Theres the focused concentration edge, centering, ritual magic, quickening, using spirits or even an ally, spell foci, and probably a half dozen other ways to bypass this issue. On top of the fact you really shouldnt be needing to sustain more than 1 or maybe 2 spells 95% of the time.

This aint dnd, there is no "buff us to super power" and then charge. Just deal with the penalties thru the channels provided and be smart about what spells to use when. Sustaining can hurt but its hardly as crippling as you make it sound to be. =/
mintcar
Iīm feeling fuzzy inside thinking about how good the sustaining penalty, and other magic related game mechanics are. Instead of making spells the only, defining feature of magicans, like in other games—Shadowrun makes being a good magican a combination of different abilities. Like with the rules for decking and rigging and what not, this is to make the player feel like heīs a slick son of a bitch who knows what heīs doing. And it works because it actually takes some real effort and smarts from the player to utilize the possibilities.
Eyeless Blond
It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1. Maybe just lowering or eliminating the penalty while doing something that's clearly and necessarily related to the spell itself? It sucks having to buy a 90,000 nuyen focus just so you cn sustain the Analyze Device spell *and* work on the device you just analyzed at the same time, or to take a +2 Tn mod for doing anything with magic Fingers on *top* of the +2 you already get for doing things "by remote"..
Kanada Ten
QUOTE (Eyeless Blond)
It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1.

What about a Metamagic that reduced the time to perform Ritual Magic? Like, divided by the Initiate's Grade, or additional dice to reduce the time? I've considered one that allows a mage to sacrifice a Sorcery die or Magic point to sustain a spell, as well. Not for regular level PCs, but I'm a stingy bastard.
Nikoli
Nah, use their magic pool 2 dice per, make it require a metamagic technique to acomplish. They can support up to their grade in spells this way.
Eyeless Blond
QUOTE (Kanada Ten)
QUOTE (Eyeless Blond @ Mar 11 2005, 11:29 AM)
It is pretty cool, isn't it? All the same, I'd love to have a metamagic that lets you sustain *just one* spell on yourself without the penalty, or even do something like spend a Free Action every turn to lower the penalty to sustainning by 1.

What about a Metamagic that reduced the time to perform Ritual Magic? Like, divided by the Initiate's Grade, or additional dice to reduce the time? I've considered one that allows a mage to sacrifice a Sorcery die or Magic point to sustain a spell, as well. Not for regular level PCs, but I'm a stingy bastard.

Hm. Make it one Spell Pool die per Force point of the spell being sustained and ou've got a good candidate for a house-rule. It's certainly no worse tha using Hacking Pool to supress IC.
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