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apple
Didnīt everyone has different experiences / styles of play and still tend to make general statements. Didnīt it all start with
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Oh boy, here we go again. First, let me say that my longest running SR group, with whom I played for a number of years, never had even equal numbers of mages and mundanes. The mundanes were always in the majority. But a couple of thoughts to bring to the table if you want to have the discussion again: Buff-y the Mage Slayer: Spending a few extra points on your mundane's attributes can cheerfully gain body and willpower 5+. Nothing says "in your face" like watching the mage's expression when his manabolt bounces of the Will 6 samurai. Cos you know his Body's even higher.


and

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Wow. Okay, keeping in mind I started as a mage and have branched to playing about everything, let me outline what I think on this. Take a wired 2 street sam. Nice, pretty wired two, that additional 2d6+4 initiative. Automatically the person can't roll lower than an 8 (cuz you need at least 1 reaction and you get another 1d6, duh). With just the 3d6 and +4 from wired, you can get a 22. Your average mage gets....Well, depending on reaction, 7-9. Sometimes they'll get into the 10 or even 11 range, but usually less, unless they're geased to take boosted/wired or something.


wink.gif

SYL
Demosthenes
You're quoting statements about specific, concrete aspects of the game, which are covered by the rules (the initiative totals which are likely for characters with or without a given kind of cyberware). While the quotations refer to personal experiences, and do make general statements, they are doing so with reference to concrete elements of the game that are not a matter of opinion.
The likely initiative rolls for any given sample character are something that can be measured and demonstrated objectively.

Questions like how economically viable using wards is (which is essentially where we're going with the "wage-slave option") are verging on a matter of opinion, where experience cannot be measured objectively.
Cain
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Does this really change to fact that there are several official things who gives a mage some really neat advantages ... like the ability to uphold several spells?

Sustaining a spell offers a bundle of penalties all its own. At +2 TN and +2 Drain, casting successive spells and resisting drain becomes much, much harder. When sustaining two spells, a dead-easy task (TN 2) becomes a Difficult one (TN 6); add just a few situational modifiers, and it becomes even worse.
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I talk about a mage with several force 5+ spells ( perhaps stunbolt, invisibility, control thought, silence etc), several minor spells (heal levitate, some detection spells, etc) in the range von 1-4, some official edges like concentration, some minor sustaining foci and of course the use of the official spell design/modification rules (like exclusive or personal modifier). All usable at character generation or after some karma.

Considering that a mage only gets 30 spell points to begin with, it's going to be difficult for a mage to start with the package you describe, and he certainly won't be able to afford any sustaining foci without some serious corner-cutting elsewhere. Don't forget that you have to bond those sustaining foci with your starting spell points, and they can only be used for one specific spell without further bonding costs.

Edges, Flaws and Spell Design are all *optional* rules. If you choose to implement them, then you're intending for your game to become higher-powered. If you choose to allow them, don't complain when your characters come out more powerful than before.

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Actually I am talking more about "askennen" (donīt know the english word for the ability), where you scan the soul of a living being to get informations (essence, feelings etc), where mages at least can try to mask themselves in some ways.


You mean "assensing", and the way to avoid it is to not get spotted in the first place. It's just like avoiding a metal detector or cyber scanner.

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And, of course: how to you defend yourself with mundane methods (I accept things like FABs as mundane) against astral projection (especially if you have to consider the price (pointing out to FAV/living-wall in MitS))?

In Shadowrun Missions, one facility had a wall of natural earth, which made astral projection through it highly difficult. Plus which, astral reconnisance is highly limited in what it can accomplish.
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Again: a sustaining focus with levitate 1 (and donīt tell me thats something ubermagic) and some skills in electronic/BR comes in handy. BTW: this security devices stops everyone ... at least the mage have his spells for trying to bypass them.

And the techie has higher skills, and a task pool. A techie also can carry more tools than his Intelligence, and doesn't have to risk focus addiction.
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The problem is: a thief specializes in thief-things. A sam in combat. A decker in computer/tech. A mage specializes in magic ... he does not have to specialize in combat magic or in illusion magic, it goes all with one skill (sorcery). He just can choose some spells out of every convenient area and be very good at magic ... (un)fortunately the area "magic" covers combat, intrusion, social interaction etc.

Actually, combat mages tend to be deficient in intrusion and social skills, intrusion mages tend to be deficient in social skills and combat power, and face mages tend to be weak in both combat and intrusion. Generalist mages aren't weak in any of those areas, but they're not nearly as good as a dedicated specialist.

If you take a generalist mage, with the spell package you described above, he won't be nearly as good as a social adept at social situations; doesn't have the firepower of a maxed-out sammie; and he can't infiltrate as well as a Covert ops specialist. He's got some edges so he's hardly deficient in those areas, but he can't hold a candle to the experts. He's a strong jack-of-all-trades, that's it.
Skyrock
@apple:

It seems to me that there are three main problems with Awakened in your groups:

1.) Spells are too cheap so it's too attractive to learn a load of spells from many different areas(intrusion, combat etc.)
2.) Spell locks are too cheap as well
3.) Personalized spells spare too much drain

Although I'm more from the "mages aren't broken"-fraction I agree with you that these are factors which could unbalance the game if we are talking about very optimizing players.

Solutions of that problems could be[1]:
1.) Spells have to get more expensive... maybe Power*2 karma points?
2.) Spell locks also have to get more expensive, and maybe foci adiction has to get "harder" so you have to think more about how to manage your "foci slots"
3.) Personalizing of spells shouldn't spare that much drain.

[1]Yes, I know that's not talking about about the official SR3 rules... more house rules or "How should SR4 change some things"
NightHaunter
I one game I played(as a mage).
We were hired to(blah blah blah).
I encountered this ward.
So some trickery later through I went.
Funny how it never occurs to you at the time some wards are there to keep things in, rather than keep people out!
Goddam melevolent free spirits.
Talk about a hostile extraction.
vegm.gif
Thats one way to keep a mage busy.
Lock him behind a ward with a pissed off free spirit.
apple
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Sustaining a spell offers a bundle of penalties all its own.


May I argue with Concentration and first some low force sustaining foci and later in the game with high force sustaining foci?

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it's going to be difficult for a mage to start with the package you describe, and he certainly won't be able to afford any sustaining foci without some serious corner-


Thatīs why I wrote "after some karma". I add "after some cash". I am not talking about force 10 foci.

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Edges, Flaws and Spell Design are all *optional* rules.


Edges/Flaws may be optional rules, spell design/modification is IIRC not designed as an optional rule. Even when: it is an "official" optional rule which gives the mages "official" possibilities. And then these "optional" rules are not as limited like the weapon construction rules.

But on the other side all rules are optional, arenīt they? wink.gif

Even with no Edges & Flaws, no spell modification, there are plenty of extreme powerful things avaiable for the mage. And some GMs think, that these things are crippling the game or there possibilities of designing runs who are a challenge for everyone and have more possibilities than "we have a mage with us, right?". And yes, these GMs normally know the rules good enough.

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You mean "assensing", and the way to avoid it is to not get spotted in the first place.  It's just like avoiding a metal detector or cyber scanner. 


Thanks for the word. I only have the german books.

But IMHO it is not the same like a MAD or scanner. First: normally I can see them (the scanners). I can have the knowledge where to expect them (for example in the door), I can adapt to them (higher grade ware, special weapons etc). As a mundane, I have no idea, if Mr Johnson or his Sidekick is currently assensing me. Or if I am assensed by an astral mage.

And of course: MADs and scanners are massproduced and can be found anywhere. Another disadvantage for mundanes.

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In Shadowrun Missions, one facility had a wall of natural earth, which made astral projection through it highly difficult.  Plus which, astral reconnisance is highly limited in what it can accomplish. 


Well, I admit, that SOTA high security areas can be very good protected. But for what price?

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And the techie has higher skills, and a task pool. 


Has he? Well, the mage can have one, too. Especially after the last errata. Even if not: the tech canīt fly, control peopleīs mind, have to invesst massive ressources to turn invisible etc. And at least in my experience the ability to fly is much more worth than 2 additional dices.

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A techie also can carry more tools than his Intelligence, and doesn't have to risk focus addiction. 


I never encountered focus addiction because in many cases low force foci are enough.

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He's a strong jack-of-all-trades, that's it.


A jack of all trades being very close behind the specialists in my experience.

-----------------------------------------------------------------

Well I quit and hope the best for SR4 - Street Magic. love.gif

SYL
Cain
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May I argue with Concentration and first some low force sustaining foci and later in the game with high force sustaining foci?

If they only have low-force sustaining foci, they can't have very useful spells in them; also, regardless of Force, a mage can only have (Int) active foci. That means a max of 6 for a standard starting mage.

As for "later in the game"-- a force-6 sustaining focus has a street cost of 180,000 nuyen.gif. How much cash are you handing out in your games, that mages are getting a hold of them so easily?
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Even with no Edges & Flaws, no spell modification, there are plenty of extreme powerful things avaiable for the mage.

And there's some extremely powerful things availiable to sammies (Move-by-wire, custom guns, etc.), extremely powerful things availiable to deckers (Fairlight Excaliburs, Agents, etc.), and extremely powerful things availiable to riggers (milspec drones, Battletac IVIS, tactical computers, etc.). Compared to what other archetypes can accomplish, I don't see mages as being very overpowered. Powerful in a specialized way, but they don't hold a candle to the true specialists.
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But IMHO it is not the same like a MAD or scanner. First: normally I can see them (the scanners). I can have the knowledge where to expect them (for example in the door), I can adapt to them (higher grade ware, special weapons etc). As a mundane, I have no idea, if Mr Johnson or his Sidekick is currently assensing me. Or if I am assensed by an astral mage.

Actually, there's rules for hidden MADs, cyberscanners, and chemsniffers. You won't normally be able to see them. You *can* have the knowledge of where to expect them; but then again, you can also have the knowledge of where to expect an assensing mage to be stationed. I mean, mages aren't super-common. They're going to be stationed in only a few areas; and odds are, those areas are going to be equipped with other devices as well. If you can fool all the other devices and guards, you're probably going to fool the mage as well.

Assensing is also highly limited in what it can do. It can't tell you specifically what cyber someone has (only high/moderate/low essence); it can give you a target's general emotional state and general health, but a good perception test can do that as well. It's not like assensing is some sort of omniscience, where every little detail is revealed. You can get more info with a cyberscanner.
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Has he? Well, the mage can have one, too. Especially after the last errata. Even if not: the tech canīt fly, control peopleīs mind, have to invesst massive ressources to turn invisible etc. And at least in my experience the ability to fly is much more worth than 2 additional dices.

A mage can only have a Task Pool at the cost of Magic points. In general, a mundane is going to have higher skills or attributes (or both) than a mage will; the techie doesn't. The techie not only can fly (what do you think choppers are for? grinbig.gif ), he can carry more weapons when flying, add Sensor dice and combat pool to attacks, and so on. Oh, and if he's packing Great Dragon ATGM's, he's packing a lot more firepower than any spell the mage could possibly have.
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I never encountered focus addiction because in many cases low force foci are enough.

OK, lemme check something here. You're talking about a mage who's got a force-4 Improved Invisibility focus, a force-1 Levitate focus, Force-4 Silence focus, Force-1 Improved Reflexes focus, and a Detect Firearms 4 focus? That's 13 points, good for focus addiction right off the top.
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A jack of all trades being very close behind the specialists in my experience.

I just ran a mage in Shadowrun Missions today; a generalist shaman. She couldn't hold a candle to any of the team in their specialites. The troll stomped down guards far better than she could; the face out-talked her every time, and the covert-ops specialist out-sneakied her. She was still useful in a lot of ways-- there are some thing magic can accomplish that nothing else can. But then again, there are plenty of things magic cannot accomplish as well as mundane methods.
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