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Jon Szeto
QUOTE (Demonseed Elite)
Listening to Dumpshock?  Which voice in the Dumpshock multiple personality disorder?  wink.gif

Yeah, I have enough problems listening to the multiple voices in my head.... grinbig.gif
Adam
Especially the really coked out one. He slurs so much.
mfb
this is a family board, you can't say tha--oh. coked out.
Penta
But, I thought the voice of the month was the old granny with a fetish for fast cars, HMGs, and troll porn? grinbig.gif
Papadoc
QUOTE (Vuron)
QUOTE (Kagetenshi @ Apr 14 2005, 11:23 AM)
I disagree. Sixteen rounds of suppressive fire a pass can make sure that when the time comes to reload, no one's going to be bothering you while you do.

Doubly so if there's someone else who can open up during the periods you don't have covered.

I 'm speaking more from a "realism" standpoint rather than a game balance standpoint. A gun manufacturer simple shouldn't design weapons with cyclical fire rates much above say 1000 RPM.

Note: While the G11 caseless rifle had a 2000 RPM cyclic rate but it was firing extremely small projectiles at with a salvo strategy that seems to have been effective abandoned in the industry.

Unless you have much smaller ammunition it's not really possible for a human being (core sales target) to carry enough ammo to make a HVAR a reasonable battle platform. In combat situations full auto pretty much means that people burn through clips at insane rates and someone has to carry that ammo.

You might wish to give this link a look XM-214 GE Minigun
warrior_allanon
thank you papadoc, i was just gonna mention the minigun for starters, and if jesse ventura can carry one, (ok granted it was a mock up for a hollywood movie) i'm pretty sure once you put it on a gyro-mount most anyone who is physically strong enough can carry and use it


Arethusa
The M11 comes to mind, which is clearly what Ingram Supermach was supposed be (and, like most attempts SR3 made, it failed miserably, but that's another debate). Death hose bueatiful at 1600 rpm, and still a viable, real world weapon platform, albeit not the most versatile or elegant.
Arethusa
QUOTE (warrior_allanon @ Apr 15 2005, 07:29 PM)
thank you papadoc, i was just gonna mention the minigun for starters, and if jesse ventura can carry one, (ok granted it was a mock up for a hollywood movie) i'm pretty sure once you put it on a gyro-mount most anyone who is physically strong enough can carry and use it

Only two pages ago was this discussed. It is very, very limited.

Vuron, though he should have clearly said, it was talking about small arms. Miniguns of the 134 and 214 types need not apply.
Papadoc
QUOTE (Arethusa)
QUOTE (warrior_allanon @ Apr 15 2005, 07:29 PM)
thank you papadoc, i was just gonna mention the minigun for starters, and if jesse ventura can carry one, (ok granted it was a mock up for a hollywood movie) i'm pretty sure once you put it on a gyro-mount most anyone who is physically strong enough can carry and use it

Only two pages ago was this discussed. It is very, very limited.

Vuron, though he should have clearly said, it was talking about small arms. Miniguns of the 134 and 214 types need not apply.

My point was, that this weapon(s) system exists today in RL, now can you imagine just what they will be able to do in 50-70 years.
FrostyNSO
Hopefully in 50-70 years we will fully eliminate all laws of physics wink.gif
mfb
once we've won the war on terror (just like we won the war on drugs!), we can declare war on physics.
FrostyNSO
Heh, I've never understood that. Why say we're fighting a war on drugs or a war on terror? Why don't we just say "We're killing drug dealers and terrorists."

Calling something a war, that you can't realistically expect to win, just sets you up to look like an idiot when you eventually fail.

edit: We havn't "failed", because technically we can never "win". It's basically just a different kind of law enforcement. The criminals are always going to be out there, so cops are always gonna be trying to catch criminals.
Arethusa
If the war can never be won and we can never admit we lost, we'll always be at war. It's not like that was unintentional, or something.
Crimsondude 2.0
Easy--Never admit defeat.
FrostyNSO
QUOTE (Arethusa)
If the war can never be won and we can never admit we lost, we'll always be at war. It's not like that was unintentional, or something.

I guess that's a good way to secure funding for your agency. wink.gif
Pthgar
We already had law enforcement on terror and look where it got us. War on terror is about the method and force(s) used. The FBI wasn't going to invade Afganistan any time soon.
Sharaloth
Except invading Afganistan isn't going to stop Terrorism. It took out a homebase, annoyed a few Opium Lords, and cratered the countryside, but the terrorists are still out there, recruiting ever more numbers into their ranks. Just look at the reports of bombings and such from the middle east coming in constantly. The invasion thing tends to piss off the invaded, and so long as there is inequality (and probably long after there is total equality) in the world there will be people who hate other people enough to be willing to blow themselves up for it in the hopes of taking out some of those other people. To actually win the 'war on terrorism' you'd likely have to kill every other single living being in the universe, to make absolutely sure that you won't be subject to terrorism.
Adam
Hey hey -- we're way off topic here. Please bring it back or let it drop.
Pthgar
If Magic Attribute is brought up with Karma like other attributes, I wonder if there will be a replacement draw in Initiating. Geas don't seem to be likley to stick around either. How will adepts buy powers? Will they be able to keep on buying every time they raise Magic? Holy Cow! This is a bigger can of worms than I originally thought.
Ellery
Capping magic at some low level (e.g. 6) would mess up a lot of the existing mechanics, but I guess that's okay since plenty of others have already been altered. Initiation can just be the way you get metamagics, and maybe a bit more cheaply than they come now, and given how nice some of them are that's probably good enough. (High-level initiates won't be that scary magically, though, they'll just have more diverse abilities.)

Or maybe initiation will raise the cap on magic, but not raise magic itself.

Or maybe it'll just be another path for increasing magic, and be more expensive than raising the attribute on its own. (So if you want to go for high magic, you raise magic to 6 first, then start initiating to save karma.)
Patrick Goodman
QUOTE (Pthgar)
If Magic Attribute is brought up with Karma like other attributes, I wonder if there will be a replacement draw in Initiating. Geas don't seem to be likley to stick around either. How will adepts buy powers? Will they be able to keep on buying every time they raise Magic? Holy Cow! This is a bigger can of worms than I originally thought.

I don't think we're looking at raising Magic with Karma like other attributes during advancement; I don't think that's going to change from what we have now. What we're doing with chargen, though, is something else again. The idea behind it in chargen is that not everyone is as much in touch with magic as every other person who's in touch with magic. With Magic by the point, you can have more fluid concepts, like the guy who took some cyberware before learning he was Awakened (and I need to revisit that thread now that I've had some time to think about it).

Risking crossing a line here: Magicians will get X number of spell points per point of his Magic attribute. Adepts will get a power point for each point of Magic. I don't think that's leaking anything, though I think I'll stop here for now to avoid temptation.

As for the original point: I think once Magic's set during chargen, then the only way to raise it is going to be Initiation. I'm going to push for the Karma-for-power-points rule to stay in place, since I see that the same way I see magicians learning spells. I also don't see geasa going anywhere.
Kagetenshi
You can have the cyberware guy in SR3; just take some cyber and don't geas the loss. It's the people who are naturally weak in magic for no external reason that SR3 can't model by canon.

Whether or not these people should exist is a matter for the reader to decide.

~J
blakkie
QUOTE (Kagetenshi @ Apr 15 2005, 10:18 PM)
You can have the cyberware guy in SR3; just take some cyber and don't geas the loss. It's the people who are naturally weak in magic for no external reason that SR3 can't model by canon.

Whether or not these people should exist is a matter for the reader to decide.

~J

They were sort of modelled with Magicians Way, with spell points per caster Magic point (sounds like a similar mechanism will be used). Though the extra magic went to Adept powers, not just off into an astral trash bin.

EDIT: Ya, I figured that Magic wouldn't get hard capped at 6 like other attributes [might]. That might make for a 4th or 5th level initiate being very scary if he uses Magic + Sorcery for spell tests, and the targets have to save using capped attributes only. It will be interesting to see how spell resistance/defense sifts out, if non-awakened can take Spell Defense or something like that. frown.gif
Ellery
If one point of magic is cheap enough, everyone will be awakened.
Synner
Let's just say that the benefits of "just" being Awakened are overrated in SR4. Also Patrick may be incorrect about the spell point thing from what last I saw of the Magic rules.
Critias
So, uhh, being Awakened is no big deal any more?
Hasagwan
I think they mean that being awakened isn't going to be over powering like it can be in previous games (ie no 6 starting attribute, less force points to begin with). It also sounds like it's going to be harder for the mages to raise their magic attribute beyond the starting point. So if you pick a 3 for magic you're going to have to initiate or use geas to go up any higher.

If how I'm reading what patrick and synner are saying right, that could be really interesting. It'd definetely make the player think where they want to go with their characters before the started. not sure how well it'd work out though.
Patrick Goodman
QUOTE (Synner)
Also Patrick may be incorrect about the spell point thing from what last I saw of the Magic rules.

Distinct possibility; I was at work and trying desperately to stay awake when I posted that, so the fact that it sounds cogent at all is something of a surprise to me.
Dawnshadow
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy wink.gif ), then it gives a tremendous advantage. Astral perception is very, very useful as long as it can be turned off.

It is, in fact, more useful for the cyber-nuts then you'd think. All of the sudden, pitch dark is no big deal. Spirits that haven't manifest? Killable. Mage coming, look at all those foci glowing.. Not to mention the ability to read people far better than before -- and determine with a far more conclusive glance what you're up against.

That being said, if astral perception doesn't come with 1 point of magic, then it's no big deal.
blakkie
QUOTE (Dawnshadow)
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy wink.gif ), then it gives a tremendous advantage. Astral perception is very, very useful as long as it can be turned off.

It is, in fact, more useful for the cyber-nuts then you'd think. All of the sudden, pitch dark is no big deal. Spirits that haven't manifest? Killable. Mage coming, look at all those foci glowing.. Not to mention the ability to read people far better than before -- and determine with a far more conclusive glance what you're up against.

That being said, if astral perception doesn't come with 1 point of magic, then it's no big deal.

SR3 Adepts don't have it by default. And yes, it is quite useful.
Dawnshadow
QUOTE (blakkie)
QUOTE (Dawnshadow @ Apr 16 2005, 07:22 AM)
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy wink.gif ), then it gives a tremendous advantage. Astral perception is very, very useful as long as it can be turned off.

It is, in fact, more useful for the cyber-nuts then you'd think. All of the sudden, pitch dark is no big deal. Spirits that haven't manifest? Killable. Mage coming, look at all those foci glowing.. Not to mention the ability to read people far better than before -- and determine with a far more conclusive glance what you're up against.

That being said, if astral perception doesn't come with 1 point of magic, then it's no big deal.

SR3 Adepts don't have it by default. And yes, it is quite useful.

groggy: Partially awakened. Adepts, aspected mages, generally, the things with magic priority B (or equivalent).

Only one with magic priority A (awakened) that lacks astral perception is the Magician's Way Adept.. and that's a mechanical ruling because there's no good way to make a Magician with adept powers, only to make an Adept with spellcasting.
Pthgar
Synner and Patrick, thanks for the reply. I love solid info. It seems I overreacted a little. It's kind of funny, after MitS introduced the Magician's Way almost all our adepts took one point in Magic just to give them more options down the line for initiation.
I wonder if it will be possible for chars. in SR4 to take a point in adept powers instead of magic.
blakkie
QUOTE (Dawnshadow)
QUOTE (blakkie @ Apr 16 2005, 09:19 AM)
QUOTE (Dawnshadow @ Apr 16 2005, 07:22 AM)
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy wink.gif ), then it gives a tremendous advantage. Astral perception is very, very useful as long as it can be turned off.

It is, in fact, more useful for the cyber-nuts then you'd think. All of the sudden, pitch dark is no big deal. Spirits that haven't manifest? Killable. Mage coming, look at all those foci glowing.. Not to mention the ability to read people far better than before -- and determine with a far more conclusive glance what you're up against.

That being said, if astral perception doesn't come with 1 point of magic, then it's no big deal.

SR3 Adepts don't have it by default. And yes, it is quite useful.

groggy: Partially awakened. Adepts, aspected mages, generally, the things with magic priority B (or equivalent).

Only one with magic priority A (awakened) that lacks astral perception is the Magician's Way Adept.. and that's a mechanical ruling because there's no good way to make a Magician with adept powers, only to make an Adept with spellcasting.

Magicians Way was the one I was specifically thinking of, mostly because it was much more limiting for them than other adepts. Not being able to be astral isn't nearly as big of deal when you have to move your meat body next to the target to attack, instead of ranged attacks or astral movement.
Fortune
QUOTE (Dawnshadow)
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy ),

Aspected mages like Sorcerers and Conjurers do get Astral Perception. It is only Adepts (and Magician Adepts) that do not automatically get it. Nobody but full mages get Astral Projection automatically.
Grinder
And that's the way it should remain imo. Or give the magicians way adepts the choise between summoning and astral perception.
Fortune
Magician's Way Adepts now have access to the Limited Projection Metamagic. Personally, I think this should be available to Sorcerers and Conjurers as well.
Dawnshadow
I don't know.. the more I play my magician-adept, the more I think he's been shafted in the design process of the character.

Yes, he's got some really scary abilities that stack fairly nicely, but the drawbacks and limitations imposed on them are almost obscene. Looking at the canon magican-adept..

*To get equivalent benefits from an initiation, he has to do it twice.

*Adept-style geasa, with magic loss applying first to his magic power. Always.

*Having the same point cost/priority as a full magician, and only 2 of the abilities, cast and conjure, but no astral in any way shape or form, unless they spend a third of their power points on it at creation. (A quarter, if most powers are geasad)

Personally, I think a few of those should be changed -- astral perception, but not projection, pick and choose the powers lost freely, and normal adept initiation rules.

Fortune
QUOTE (Dawnshadow)
To get equivalent benefits from an initiation, he has to do it twice.

It's a commonly held belief that the FAQ ruling on this is totally screwed, and that Magician's Way Adepts Initiate normally. It is just that canon tries to explain it in a half-assed manner, which is very open for misinterpretation.
Dawnshadow
From what I remember reading of the initiation (I don't own MitS, Sharaloth does)..

It's not the FAQ that's screwy, it's the entire section pertaining to them. I never even saw the FAQ before I started playing.

That being said, it was house ruled into normal initiation before I even brought it up wink.gif
Grinder
QUOTE (Fortune)
It's a commonly held belief that the FAQ ruling on this is totally screwed, and that Magician's Way Adepts Initiate normally.

We're doing it this way.
Wireknight
QUOTE (Synner @ Apr 16 2005, 08:17 AM)
Let's just say that the benefits of "just" being Awakened are overrated in SR4.

If that's the case, you're talking a real thematic U-turn rather than just mechanical cleaning up and a thematic shift toward gritty lower-level street roots (which is actually pretty strong of a thematic shift, but people seemed to like to claim that SR was returning to its street roots in the middle of plots involving AIs with penchants for global domination, comets bringing about the (not quite) End Times, and great dragons engaged in a major power struggle, but I'm getting off-topic). I forget which book said it, but it's held true among all editions. "Magic is Power." As much as people liked to argue about it, a well-played spellcaster, with experience, would ultimately be the most powerful character compared to a group of mundanes, no matter how well-cybered. In Shadowrun, the introduction of astral abilities, minor conjuring, banishing, casting, and/or spell defense, or a point of well-chosen adept powers provide a real edge over people who are mundane.

Spell defense, especially. Unless spell defense is much easier, or spell power much weaker, taking a point of Magic and grabbing some Spell Defense could be just the thing to give you an edge against spellcasters. I'm aware that there are necessary skills, as well, but just being able to interact with the astral, or having a minor adept power, is certainly nothing to sneeze at when you're comparing yourself to someone who doesn't have that. Plus, there's one thing that bieng "just" Awakened grants, above and beyond mundanes... advancement potential. You also have to consider that, even with entry-level casting skill and a single point of Magic, if you're a full magician or sorceror, you can suddenly cast spells. You might not do it very well, but there's no measure to the edge that gives you over someone who simply and unilaterally cannot.
blakkie
@ Wireknight

Remember that just having 1 point of magic is mostly a change in itself. But if you ever play an SR3 Magicians Way Adept you'll find that only having 2 or 3 Magic Power points really limits what you can do with casting. You basically have to limit yourself to utility spells that aren't opposed.

As far as Spell Defense, in SR3 that was very handy part of a Magicians Way Adept. Being able to cast gave you a Spell Pool, and you could spread the anti-spell love around to your party. Not quite as good as the "real" mages, but then again you aren't usually allocating as many Pool dice to casting.

But given that spell resistance and Spell Defense has to change in some way from SR3 with the new mechanics (no Spell Pool, fixed TN, etc. etc.), it's hard to say how that all shakes out. Frankly i'm not sad to see it change, that whole part of the rules just...felt wrong.
warrior_allanon
i'll tell you though blackie, if you diversify your spells, and have your power points at one or two with that magical adept, then through initiation raise your ability because you gain karma due to using your non spellcasting skills you will have a pretty kick a$$ character fairly quickly

Steve Kenson
QUOTE (Crimsondude 2.0)
QUOTE

Q. Who is designing SR4?
A. We have a team of people who have been working on Shadowrun for years: Rob Boyle, Elissa Carey, Brian Cross, Dan Grendel, Adam Jury, Steve Kenson, Christian Lonsing, David Lyons, Michelle Lyons and Jon Szeto. A few other freelancers will also be writing for the book.

Goodbye...

Ah, Crimson (may I call you Crimson?), fear not. To say I am on the "design team" for SR4 is, well, something of an overstatement. The whole of my contribution was attending a few meetings and offering a couple suggestions. I'm not writing a single word of SR4, and I've got practically nothing to do with it otherwise, so you can rest easy there. Shadowrun is "safe" from me.
Kagetenshi
Sig: BBCode, not HTML. Also, why the linebreak in the middle of the URL?

~J
Wireknight
QUOTE (Steve Kenson)
Ah, Crimson (may I call you Crimson?), fear not. To say I am on the "design team" for SR4 is, well, something of an overstatement. The whole of my contribution was attending a few meetings and offering a couple suggestions. I'm not writing a single word of SR4, and I've got practically nothing to do with it otherwise, so you can rest easy there. Shadowrun is "safe" from me.

It's not that you're a bad writer, Steve. I, unfortunately, have not had opportunity to check out your works for other systems. I understand that you are involved on a very high level in Mutants and Masterminds, among other things. However, without impuning your ideas as a writer, I think the directions you took Shadowrun, and the feel you imparted to it with your works, just wasn't where Shadowrun ought to have gone.

I'm a big fan of high magic, ancient conspiracies, and high adventure, but I think that they should share an equal slice of the pie with street-level situations, events where the outcome, while shaping the future, won't necessarily result in the salvation/damnation of the world, and where the main players are canny, cruel, ambitious, but mortal and metahuman, rather than being powerful spirits, ancient dragons, or immortal elves. I know that you didn't write only about that sort of thing, but it definitely got a lot of focus.

And the perfectionist in me really didn't like some of the rules you wrote (though not all, I won't make that claim). I was also very dismayed by the fact that, in certain adventures that it appears you wrote, rules inconsistencies in NPC statistics were abundant, with quite a few screwups made with rules that you yourself initially wrote. I don't know how much of the editorial process resulted in adding these things (magicians with the wrong Magic rating given their initiate grade, adepts with impossible choices for their centering metamagics, characters with vastly lower Essence than their cyberware would account for, lots and lots of characters armed with an assortment of weapons for which they have no skill), but they made a poor impression on me. I also disagreed with the (at the time) disregarded idea that otaku should be magical, though I am apparently in a minority with that belief.

I don't know how to say these things without coming off like I'm telling you to stop writing for RPGs and go live in a cave away from people, but I haven't heard throngs of people saying that you've wreaked havoc on the settings Green Ronin produces, so I'd have to say that it looks like whatever idealistic differences or lack of careful adherence to the rules were something that was specific to Shadowrun, and not really a sign of poor game development skills, but rather a sign of what can happen when someone writes for a system whose rules and setting are not really a good fit with the writer in question.
mfb
that alleviates some of my worries about SR4. kenson's vision for SR doesn't match mine at all, and i dislike the way he handled/worded certain rules (advancement for magician's way adepts and the rules for multiple centerings in a single pass spring to mind). the Psychic Handbook was interesting, and i hear M&M is good, but psionics and superheroes in d20 aren't really my favorite game--SR is. so i'm glad kenson's not writing for SR4.
Synner
I suggest people take a look back at Steve's Awakenings before making blanket judgements about his writing for SR. There are restraints and limitations of all sorts put on an author's writing, and its even harder to tell where the writer's work was changed in editing not to mention what was originally dictated by the developer rather than the writer.

Those of you who know me, know this doesn't mean I like everything Steve's written for SR (I don't expect people to like everything I write either, or I would have shot myself following the uproar over the Adept expansion in SOTA64) but I do respect his contributions and have enjoyed quite a lot of the stuff he has brought to the game since SR2.
Arethusa
QUOTE (Dawnshadow)
If being awakened gives astral perception (which is one of the things that determines if you are awakened, as opposed to a groggy wink.gif ), then it gives a tremendous advantage. Astral perception is very, very useful as long as it can be turned off.

It is, in fact, more useful for the cyber-nuts then you'd think. All of the sudden, pitch dark is no big deal. Spirits that haven't manifest? Killable. Mage coming, look at all those foci glowing.. Not to mention the ability to read people far better than before -- and determine with a far more conclusive glance what you're up against.

That being said, if astral perception doesn't come with 1 point of magic, then it's no big deal.

Agreed. I've tried to point this out in the past, but it seems it took some time for more than a couple people to even begin to recognize how immensely powerful it is. I hope to hell this has been recognized by the people developing SR4.
Dawnshadow
To be fair, you almost have to see it in action to realize it..

My "awakening" to the ungodly power was: pitch black, smartlink, and TN 4, on 10 dice, for the first shot. And being able to NOT shoot the invisible magician's way adept. He wouldn't have survived if I'd hit him. Not to mention just dropping down a hole in the ceiling, straightening up and being able to see who the mage was perfectly through the dust cloud. Poor mage didn't know what hit him.

I already knew just how much of an advantage it outside of combat.. didn't realize how helpful it would be in combat.
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