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Omega Skip
For a long time, I thought that the essence mechanic worked in favor of awakened characters because it hard-capped the amount of cyberware a sam can install, while the awakened can almost always find a way to increase their power. I thought about dropping the rule "0 essence = you're dead" from my game while keeping all other drawbacks of having low essence and making awakened automatically become mundane at essence = 0, but I never really did. That would simply be too unbalancing.

So where I'm at right now is I'm thinking about going the other way and curbing the increase of power in awakened characters somehow. A sanity rating would be kind of nice for the games I usually run... as awakened characters gain more and more knowledge/understanding, they slowly begin to move away from the rest of metahumanity and to their own little happy place.

But I'll probably never do that either. Just muse about the idea until somebody comes up with something that really works. Until then, I play it by the books. biggrin.gif
Vuron
QUOTE (Omega Skip)
So where I'm at right now is I'm thinking about going the other way and curbing the increase of power in awakened characters somehow. A sanity rating would be kind of nice for the games I usually run... as awakened characters gain more and more knowledge/understanding, they slowly begin to move away from the rest of metahumanity and to their own little happy place.


If purchasing magic and initiation is significantly changed for SR4 we might see a significant curbing of the power curve for awakened characters. If costs for magic over 6 are really high and/or you have to pay karma to learn specific spells and adept powers then I could see the two power curves beginning to resemble each other way more than they currently do.
Ellery
QUOTE
you can initiate three times with the same amount of Karma the sam used to upgrade his Pistols skill from 13 to 14


Or you can raise your Pistols skill six times with the same amount of Karma that the mage used to raise his grade from 7 to 8.

Let's at least try to compare things at the same level, hm?

QUOTE
I have relatively new characters sitting on about 20 karma and wondering what to do with it.


Okay, so they all have at nice ratings concealable firearm skill, a high-powered firearm skill, an unarmed combat skill with the main useful maneuvers, athletics (or at least running specialization) and stealth? These are all things that are really helpful to individual people who put themselves in harm's way at all.

Plus, they have three or four other skills each, to round out the group's skillset nicely, like various vehicle skills, electronics, demolitions, biotech, etc.?

And they have good stats in B, Q, and W.

If they have all this stuff, they don't sound so new to me.

If they don't have all this stuff, it doesn't sound like they're being challenged enough. They should take on some trickier runs and make more nuyen.
blakkie
Ellery, it's about the options.

Mages can go off and learn skills too, OR they can go down the casting path, or do a mix of both.

But in practice Cyber caps and stagnates in SR3, often right at the point of character creation. The mechanics just seem to drive it there. Do GM and player choices that aid in this? Why yes, I'm sure they do. But the system still seems to guide them down the path because it happens a LOT.
Fortune
Mages diversify at the expense of improving their magical abilities. There's nothing stopping a Sam from not only increasing a bunch of Weapon skills, but diversifying across the board, learning something about Computers, Biotech, Electronics, Vehicle skills, B/R skills, a wide variety of Social skills, and even another Martial Arts technique (or pick up extra Maneuvers on top of the normal limit for 8 Karma a pop). That isn't even covering Knowledge skills.
blakkie
QUOTE (Fortune)
Mages diversify at the expense of improving their magical abilities. There's nothing stopping a Sam from not only increasing a bunch of Weapon skills, but diversifying across the board, learning something about Computers, Biotech, Electronics, Vehicle skills, B/R skills, a wide variety of Social skills, and even another Martial Arts technique (or pick up extra Maneuvers on top of the normal limit for 8 Karma a pop). That isn't even covering Knowledge skills.

But they can't go to their bread and butter cyber like mages to magic...because...???
Fortune
Cyber just makes them better at what they do. It's the skills that allow them to do stuff in the first place. Therefore, in my opinion it is the Skills that are their bread and butter, not the cyber.
blakkie
QUOTE (Fortune @ Apr 14 2005, 07:32 PM)
Cyber just makes them better at what they do. It's the skills that allow them to do stuff in the first place. Therefore, in my opinion it is the Skills that are their bread and butter, not the cyber.

So what's the problem with allowing them the option of putting advancement into cyber/bio/nanites? Why not give that option?

EDIT: And why exactly doesn't that argument apply to mages?
Fortune
I have no problem with them getting better cyber/bio. Upgrades are always a viable option.

I have a problem with increasing Essence. I don't really even have a problem with them getting Essence back (ie filling the essence hole).

Essence is most definitely linked to Magic though. If you allow a character to raise their Essence, there is no logical reason to deny a mage that does so a corresponding increase in Magic.
Fortune
QUOTE (blakkie @ Apr 15 2005, 11:33 AM)
And why exactly doesn't that argument apply to mages?

It could, but it isn't the norm. There's nothing stopping a mage from leaving his Magic as-is, not seeking to improve it, and instead to learn a wide variety of skills. They won't be privy to some of the higher mysteries of Magic, and won't have as wide a variety of spells and/or powers, but they'll have lots of different skills. It's just a trade-off that not too many mages (or their players) prefer to take.
blakkie
QUOTE (Fortune @ Apr 14 2005, 07:37 PM)
I have no problem with them getting better cyber/bio. Upgrades are always a viable option.

Take a closer look at my point form description above. Strengthening cyber growth while curbing the frontloading at character creation.

QUOTE
I have a problem with increasing Essence. I don't really even have a problem with them getting Essence back (ie filling the essence hole).


Part of the solution. Yup.

QUOTE
Essence is most definitely linked to Magic though. If you allow a character to raise their Essence, there is no logical reason to deny a mage that does so a corresponding increase in Magic.


Um, not really at all. Magic comes and goes independant of Essense. Bioware doesn't even affect Essense, it only is related to it mildly, and in messes with Magic. Even within the arbitray rules of SR Essense isn't Magic.

It's tough to apply "logic" when the situation starts out with a strong component of illogical.
blakkie
QUOTE (Fortune)
QUOTE (blakkie @ Apr 15 2005, 11:33 AM)
And why exactly doesn't that argument apply to mages?

It could, but it isn't the norm. There's nothing stopping a mage from leaving his Magic as-is, not seeking to improve it, and instead to learn a wide variety of skills. They won't be privy to some of the higher mysteries of Magic, and won't have as wide a variety of spells and/or powers, but they'll have lots of different skills. It's just a trade-off that not too many mages (or their players) prefer to take.

But it is an option. Say, lets make it prohibitly expensive and/or nigh impossible for mages to increase Magic past character creation. It should be OK because they can really beef up their Negotiation, Easter Island Art, and Penis Puppetry skills! wink.gif
Sren
Huh? A lot of people have a real problem with over-powered mages... In the games I've played, the GM actually made it a little easier for mages than the rules allowed: lower karma cost for spells (automatic success at low rating astral quests), lower target numbers to learn spells (spend full time for a spell with force < magic rating), no virtual reduction in magic attribute for cultured bioware (this really helps adepts a lot), and automatic maximum effect of healing spells (provided to spend the full time before rolling). In our games, even at 300 karma points, the rigger saved the party at least once per game session with his use of heavy weapons, or driving us out of danger, and the adepts used conventional weapons quite often to dispose of enemy mages (grenades and automatic weapons are still very effective against most mages, especially when they've dedicated their sorcery dice to spell defense against party mages or are having their sorcery thwarted by the party's spell defense.)

As for buying essense with karma, under current rules, I'd like to see the possibility of using karma to buy back essense lost to serious injury, essense draining, and removed cyber. I could also see some merit in someone undergoing significant therapy (anything from physical and psychological therapy to spiritual counseling or magical ritual) to achieve a similar effect of upgrading cyberware grade (still to a maximum of delta, but with significant karma cost instead of cash cost). But that's just me, I like playing awakened characters, but was always annoyed that I needed to wait until I had a couple hundred karma before I could even make initiative or reaction rolls in the same ball field of a newly created street sam or adept.

Just my two cents, thanks for bringing up some fond memories.
S'Ren a.k.a. THE Uber-mage...
Bandwidthoracle
QUOTE (Omega Skip)
A sanity rating would be kind of nice for the games I usually run... as awakened characters gain more and more knowledge/understanding, they slowly begin to move away from the rest of metahumanity and to their own little happy place.

I agree, but I'd want it for my the mundane decker in my group. He's done everything he can to artificially raise his intelegence, bioware/cyberware/tried to get a mage to quicker increase cybernetic attribute on him. So at this point he's more intelegent than anyone should be. On top of that he spent several weeks in a coperate run psycological recoditioning center simsense loop (before he could be rescued) At this point I think he deserves to be insane.
Fortune
QUOTE (blakkie)
Say, lets make it prohibitly expensive and/or nigh impossible for mages to increase Magic past character creation.

Sure. Then we can start charging Sams bucket-loads of Karma for all types of Implants and new weaponry. ohplease.gif

I don't see what the big deal is. Mages pay at chargen for the privilage of being Awakened. Then they pay Karma, often quite a great deal of it, throughout their life for each little bit of power they gain.

In over 15 years of GMing Shadowrun, I have never had a problem with the Awakened being overpowered compared to Sammies.
Ellery
QUOTE
So at this point he's more intelegent than anyone should be. On top of that he spent several weeks in a coperate run psycological recoditioning center simsense loop (before he could be rescued) At this point I think he deserves to be insane.


Are you implying some link between intelligence and insanity? Or just between anything that alters one's brain and insanity?
Critias
lol omg roflmao only stupid people r sane !!!!11
Grinder
QUOTE (Fortune)
In over 15 years of GMing Shadowrun, I have never had a problem with the Awakened being overpowered compared to Sammies.

In my 12 years as gm & player i have seen some really overpowered chras - both mundanes and mages/adepts., mostly at bad gms. It's relativly easy to keep the chars at the power level you want.

But i as a player was always frustrated when the adept got the possibility to buy more power points for fixed 20 points of karma. The sammi (=cybered mundane) can raise his skills, sure, but it's not the same. When i play a mundane, i want to get new cyber/bio. I don't want improved cyber (alpha or beta), as it is so bad expensive and hard to lay hands on because of the availability, i want new cyber. New, normal cyber is easier to get and not sooo expensive. So why isn't there a mechanic whcih makes a sammi equal to an adept? I mean, a sammi can buy expensive alpha or beta grade cyber, ok - the adept can geas power - ok. But does the latter do so? No, he just don't need to. He simply can purchase a power point for some karma.

I want the developers to close the power gap between sammies and adepts/mages, which occur at longer-lasting campaigns. I want them to develop an explaination why it is possible for mundanes to buy additional esscence for a fixed amount of karma. That's their job, after all. Satisfy the buyer and develop something. wink.gif
Critias
QUOTE
That's their job, after all. Satisfy the buyer and develop something.


Except that in this case you're asking for them to satisfy a buyer, not the buyer. Not all of them, or even a majority of buyers, by a longshot. I mean, shit, just look at the poll results at the top of the page.

What're you're describing is perfect house rule territory, and canon shouldn't touch it with a ten foot pole.
Grinder
I know i'm belonging to a minority. Guess i have to start converting you and all the other unenlightened biggrin.gif

I know that it surely won't happen that the developers got the same point of view. I just wanted to make my point clear smile.gif
blakkie
QUOTE (Critias)
QUOTE
That's their job, after all. Satisfy the buyer and develop something.


Except that in this case you're asking for them to satisfy a buyer, not the buyer. Not all of them, or even a majority of buyers, by a longshot. I mean, shit, just look at the poll results at the top of the page.

What're you're describing is perfect house rule territory, and canon shouldn't touch it with a ten foot pole.

Yes indeed, take a look at the poll. In DSF, dogma indoctornated central. I was surprised that only 80% rejected flatout the idea coming out of nowhere, with limited explaination, and over time that percetage is dropping.
nezumi
QUOTE (Dawnshadow)
Since when is someone else having a skill a reason to not take it? Does everyone just call up the face when they need something off the street? Do they get sent places that they all have to socialize?
...
I think the major problem is that your group seems to pigeonhole skills, so that other than weapons, it's only one person that needs skills. I've never encountered that really in my group.

You're right. I should sit down and explain to my sams that once they've really reached their peak, their future advancement should all center on becoming redundant.

Yes, my groups generally work VERY well together. The Sam makes friends with the face and has her included on the negotiations. The Sam really has no interest in negotiations, not as a character, not as a player. So why should he feel compelled to do it himself? From his standpoint, it's like forcing him to describe brushing his teeth. It's not what he wants to be doing.

In the end, the problem is simple. People become street sams because they WANT to get cyber and enjoy shooting stuff. The current rules put an effective cap on that. You hit a point and really it's silly or impossible to go farther. If the player happens to want to cast spells or drive vehicles, he can keep expanding, and his karma investments give some substantial returns. But if he likes to shoot guns, you better watch out! After 100, 150 karma, it's time for you to get a new hobby. THAT is what the core problem is.
Dawnshadow
Personally, I think they deserve to stagnate if they come up with a character concept that DOESN'T involve growth potential.

That being said, that quite clearly highlights what I've been saying -- you're playing a game where you've got things restricted right down to the core of what a Street Sam can do. If your players want to restrict it 'I like shooting people', fine. They don't have the potential to grow and use karma beyond a certain point.

Restricting Street Sams like that is like mages deciding that once they have masking, centering and shielding, every combat spell, the major elemental manipulations, heal, armour, barrier, and a few other little spells, that they're not going to branch out into more stuff.

You see Street Sam players do it all the time-- you don't see mages doing it. Why? Because GMs and storylines TEND TO FAVOUR mages and magical advancement, but don't favour the improvements Street Sams make.

([/RANT])
Fortune
QUOTE (Grinder)
But i as a player was always frustrated when the adept got the possibility to buy more power points for fixed 20 points of karma.

See, I neveruse that rule. In my opinion it is superceded by the (advanced) Initation rules in MitS. If an Adept wants to be more powerful, he has to pay the ever-increasing cost to Initiate.

Also keep in mind that the Awakened can and do lose Magic relatively easy. It gets even easier to lose it the more they have. If Cyber gets damaged it can be replaced.

As for Cyber availability, I feel that there are other ways to acquire it than buying it outright off the shelf. There's no reason this type of thing can't be a part of negotiations for certain work. I often have players choose to take access to clinic and the like in lieu of actual payment. Of course, they always(well, almost always wink.gif) take precautions when undergoing the surgery.
Fortune
QUOTE (Dawnshadow)
Personally, I think they deserve to stagnate if they come up with a character concept that DOESN'T involve growth potential.

I agree. There are always skills to learn. There are always times when that tech-wiz isn't around, or the face is busy, or the guy with Biotech is injured, or ...

I think it's rather unrealistic to jut say, "I know how to shoot. I will leave everything else to the other guys."

Seal and SWAT teams cross train all the time. They realise that in order to be a really effective team, they not only need to know their own job, but be passably able to cover some, if not all of the others 'just in case'.
blakkie
QUOTE (Fortune)
QUOTE (Dawnshadow @ Apr 16 2005, 01:20 AM)
Personally, I think they deserve to stagnate if they come up with a character concept that DOESN'T involve growth potential.

I agree. There are always skills to learn. There are always times when that tech-wiz isn't around, or the face is busy, or the guy with Biotech is injured, or ...

I think it's rather unrealistic to jut say, "I know how to shoot. I will leave everything else to the other guys."

Seal and SWAT teams cross train all the time. They realise that in order to be a really effective team, they not only need to know their own job, but be passably able to cover some, if not all of the others 'just in case'.

Good, then we are in agreement. After creation Mages nolonger progress in Magic. Instead they become insanely good at Negotiating the purchase of Easter Island Art while performing puppetry of the penis. GMs then construct senarios in which the mage must be the team member doing such.

If they complain they don't like making "the lumbering elephant" that just makes them whiners. Afterall it was them that chose to a character concept that doesn't grow.
Dawnshadow
If they don't like playing a character that can develop into more areas then 'I kill things with assault rifles'..

The Street Sam is NOT : 1 weapon, a few skills, some cyberware.
The Street Sam is: Cyberware, weapons, skills -- and versatile.

Your players seem to like making limitted Street Sams. Fine. It's their problem if they don't have advancement potential that they're satisfied with.


To illustrate my point further...

If you had a mage who wanted no other skills because 'everyone else has them at higher', no new spells 'I've got treat, manabolt, stunbolt, powerbolt, powerball, manaball, stunball, armour, barrier, and lightning bolt, what more do I need', no more initiation.. 'masking, centering and shielding are all you need'.. Would you honestly think mages need more stuff to spend karma on?

Mages have the spotlight because people always think about how they can use magic to do anything.

Street Sams are SKILLS with cyber augmentations. So, they should USE skills. Skills SHOULD BE their major focus, with a minor on attributes.
Fortune
QUOTE (blakkie @ Apr 16 2005, 01:50 AM)
After creation Mages nolonger progress in Magic. Instead they become insanely good at Negotiating the purchase of Easter Island Art while performing puppetry of the penis.

Yeah, because they are definitely mutually exclusive. ohplease.gif

Note that I never once said that Sams should not get better within their chosen field. I even suggested that they diversify within the field of combat knowledge. I only said that once they have reached a level of competence that they are comfortable with, they can always find ways to branch out, which can equally apply to the awakened.

I also previously stated that I believe that skills are a Sam's bread and butter. You just insist on taking every one of my posts out of context.

There are also hordes of Knowledge skills that would be interesting to pick up. Not just the inane ones you posted.
Vuron
I think what I've tended to see as the core argument about power scaling on awakened is this.

After a certain threshhold augmented mundanes reach a plateau within thier designated role and they have to begin moving towards buying other skills to be versatile in a wide variety of roles.

On the other hand awakened characters are far more open ended in thier advancement within thier area of specialization. With magic not having an inherent barrier of 6 essence you can reasonable expect for mages to eventually eclipse the combined power of all the mundanes in any given group.

Now within the novels there is certainly a place for truly potent characters that tend to overwhelm all mundanes and most other awakened characters. The problem is that within a tabletop setting where a balance of center stage time between PCs should be a core design goal that having high karma awakened characters totally dominating gameplay diminishes the fun mundane (even fully augmented) characters have in any given session.

Yes a GM should be able to balance the awe inspiring power of the high initiate ranking awakened with other characters by introducing subplots etc but it is very important for a game designer to consider if his/her design allows for even scalability across archetypes.
Eyeless Blond
QUOTE (Fortune @ Apr 15 2005, 11:26 AM)
Note that I never once said that Sams should not get better within their chosen field. I only said that once they have reached a level that they are comfortable with, they can always find ways to branch out.

I also previously stated that I believe that skills are a Sam's bread and buter. You just insist on taking every one of my posts out of context.

There are also hordes of Knowledge skills that would be interesting to pick up. Not just the inane ones you posted.

Similarly, skills are a mage's bread and butter as well; specifically their magical skills, but others as well if and when they get the time. The thing is their karma is better spent elsewhere; they get a much greater return by spending their karma on initiation, familiars, foci, etc. When they do tire of getting powers that the mundane sammie can never hope to access, though, he can stoop down and pick up the exact same skills that are the sammie's bread and butter, at the exact same cost as well.

The mistake you seem to be making is assuming that because the sam can't advance any further in his route of personal augmentation (cyber) that this is somehow an advantage because it makes him more versetile. You are further claiming that for a mage being able to advance to advance further in his route of personal augmentation (magic) is somehow a liability because he isn't forced by default to upgrading his skills. This is not correct; giving the mage more options to upgrade his abilities is not a liability, particularly with the scaling costs for upgrading any individual skill/attribute/Magic Point avenue. It is a strength, and one which is not matched by the Sam's lack of ability to implant additional cyber. Similarly, the fact that sams are forced by default to upgrading skills/attributes, because they have nothing else to spend Karma on, is not an asset. Thinking it is is somewhat like saying that a person with a pistol skill and a grenade-throwing skill at 6 is at a disadvantage against a guy with only a pistol skill at 6 because the guy with the grenade skill has the burden of choosing whether to throw a grenade or shoot a pistol, instead of being forced to do only one.
Fortune
Read the edit I made while you were posting.

I also don't recall saying anything about advancing being a liability for a mage, other than the higher his Magic rating gets, the easier it becomes for him to lose it.

So, you think there should be no upper limit to the amount of implants a Sam should be able to get? If that's the case, why bother with different grades of Ware at all? Just drop a bit of Karma into Essence, and keep stuffing normal grade ware into your body.

All of this aside, I think we will probably see a hard cap on the Magic rating in SR4, just as there is with Essence. I believe that Initiation will allow access to Metamagics, but will not provide an increase in Magic. This way, any implants that a mage gets will have a permanent impact on his Magic, and will not be seen as a trivial thing (by those that see it as such now).
Dawnshadow
Actually.. what I think most people are saying, is that the defining trait of a Street Sam is the skill set more than the augmentations, because the augmentations are limitted seriously. Yes, you can't be a Street Sam without some cyber -- but it's not the cyber that makes you deadly, or competant. It's like magic rating -- you have so much augmentation, and it can go up a lot higher, a lot faster, with the various grades. Even if you start out with all normal, you still have alpha, beta, and deltaware -- if you play your cards right. 5.5 essence of deltaware is way above magic 12 or even 18 in value, I would think. (Not including spells, metamagics. Just, straight, magic rating).

Cyber makes a massive difference. It's like getting foci for mages, without having to spend karma to bond -- with a harder limit on the power, but no (real) limit on the number.

The skills, on the other hand, are what defines the Street Sam. They are different character concepts, and that's something that seems to be glossed over a lot. People don't think about Street Sams as the skilled, versatile killing machine. They think of them as the grunt that can do nothing but kill. One of the two is limitted -- the other is not. Think of each skill as roughly equivalent to 1 spell... except less likely to backfire. No drain. Works against most people. No problems with background count.

Which is what I was trying to illustrate by asking about mages who only took the combat spells, a few other helpers, and a few key metamagics. You don't see that really, not long term. Street Sams, on the other hand, seem to be encouraged to specialize into nothing but the killing machine. They aren't given the same encouragement to learn new skills, whereas the mage is typically encouraged to learn more spells. The mage is given opportunities and situations where getting new spells is important, or makes sense. Street Sams aren't given that same encouragement to diversify their skills.

Yes, mages can start taking skills too. But if they do that, then it's instead of increasing their magical potential -- the Street Sam can increase his augmentations and skills both. If they don't, that's also their choice (or the GM brutalizing them by not making it possible to upgrade cyberware).
Eyeless Blond
You mean the part I quoted about knowledge skills? It's part of the argument already; if a knowledge skill ever becomes more useful than Masking or Invoking or Shielding or Symbolic Linking or Levitate or a Forse 2 Power focus or a dikoted AVS ally spirit then the mage would also pick it up, and just as quickly as the sam would. The fact that a mage has better and more powerful things to spend karma on doesn't make him weaker than the sam.
Fortune
More edit above.

QUOTE
You mean the part I quoted about knowledge skills?


Nope. I mean the part where I said ...

QUOTE
Note that I never once said that Sams should not get better within their chosen field. I even suggested that they diversify within the field of combat knowledge. I only said that once they have reached a level of competence that they are comfortable with, they can always find ways to branch out, which can equally apply to the awakened.


I still don't get where you think I am saying that a mage is weaker than a Sam. Please don't read more into my posts than I'm actually writing. I am saying that I have never had a problem with balance between the two different types of characters, and have never had PCs that were at a loss about how to spend Karma, because they knew every Skill they ever wanted.
Eldritch
I thought about it for a couple days before I voted 'Yes'

I did house rule that back when 1st edition came out. I think I made it pretty expensive - 50, or 100 karma per essence point - I don't remember which.

I also house ruled Full borgs in second edition. (At char gen: Resources A, Race B, the rest wherever they wanted)

I never had a problem with either, though I think I only had one guy make a Full Borg char.

But I think where people are coming from is that there is a lot of cool cyber out ther that you just can't cram in easily to one char - over time that is. I think that the Cyber char need to be able to grow cybernetically as well as skill wise. Cyber is what makes the cybered char cool after all.


There's no reason you should't be able to 'accessorize' later in your career without havint ot pay the monstrous delta prices - or doc fees.
Dawnshadow
To make Street Sams have a progression of power that operates more like mages...

Make cyberware cost karma. (Why should the Street Sam just have to pay for the gear? I have to go through hell to get spells for low karma!)

Remove essence entirely. Really, why should they have a hard limit, when mages just have a soft one? Street Sams need mega money for cyberware, that's like mages taking physical or stun damage (drain).

Make little bits of cyber that can do anything. Electromagnetic manipulation (a la Magneto -- fly with all the chrome in them), self-replicating reprogrammable nanites that just plain don't burn out, just do whatever you want with a little itty bitty computers check (that doesn't even take time!).

Yes, I'm being sarcastic. Immensely. Anyone taking the above suggestions seriously needs kicked. Twice.

Deltaware fees? Doc fees? They make sense. Yes, they're brutally expensive. You save, it's an accomplishment to have them. Or you do something brassy like extract Ares' top cyberware researcher, impress him with your skill and ability to function despite damage, and make a deal to be his testbed for actual, valid field testing.

Magic is what mages do -- it overlaps with skill and attributes for them. Street Sams? Their big thing is skills, with a little bit attributes. Cyberware helps -- it doesn't make them the top of the line though. It's like foci -- you pay mega nuyen, but you get something that makes you better able to use your skills.

That being said: I've bought more cyberware post creation then I've seen mages get in foci. I've only seen one focus purchased -- and that was in exchange for an unspecified favour, so not normal. I've purchased, outright, around a million nuyen of cyberware in game. Deltagrade.

And you know what? It's still the skills that make the difference. It's still the skills that are absolutely vital. The cyberware pushes him up 1 level. The personality and attributes another. It's the skills that push him another 2-3 levels.

Mages? It's the spell selection and metamagics that push them up multiple levels. The skills don't nearly so much. Foci help, but aren't the be-all-end-all, until you get into things like force 8 weapon foci.
nezumi
QUOTE (Fortune @ Apr 15 2005, 12:32 PM)
So, you think there should be no upper limit to the amount of implants a Sam should be able to get?

No one has suggested this, at least not in any way that is different from how there's 'no upper limit for initiation'. The rule of diminishing returns, of course, if we're even that kind. I think Eldritch's rules certainly would make beta and delta ware quite valuable.

As for skills... The truth is, buying redundant skills, even if they ARE useful, aren't nearly as useful as learning a new metamagic or a powerful new elemental manipulation or buying a second familiar or... After all, if it WERE more useful, the mage would be doing it, wouldn't he? So the sam is stuck with the table scraps.

The argument about pistol and grenade launcher vs. just a pistol still applies to most of the anti-buying essence answers presented so far.

A mage always has the option of putting karma into those same skills the sam has. If the sam is just a skill monster, there is *NOTHING* that sets him apart from the mage. Nothing makes him special about him, except he has a handicap.

Most people who play sams don't want to be known for skills. That's not what's cool about shadowrun. It's not cyberpunk. They want to be known for the chrome. They WANT to sell their souls for more power. And as it stands, they're still pretty limited. As a GM, I have to bend over backwards to help the sams, "oh, you want a deltaware wired reflexes 3? I'm sure we can arrange something!" (And then comes all the fun of his worrying about cortex bombs and mysterious cyberware, something no mage ever has to worry about after initiation.)

Maybe I'm just too old school. I like the idea of borgs. I like the idea of having cheap, Russian hardware, but having lots of it. I like the idea of being more man than machine. And the current ruleset simply does not allow that without magic, and if you're using magic to use cyber... What's the point?
Critias
Feel free to make a "cool" guy that's more man than machine (and more chrome than skill), if you want. You can even get the money to do so fairly easily, just using the cash-for-karma rules. The SR3 system understands that some characters like cash more than karma, and some like karma more than cash. It's already there. Upgrade all you want, you've got plenty of cash coming in, if that's all you're interested in.

Of course, a sammie with skills augmented by chrome (as opposed to chrome augmented by skills) will clean your clock nine times outta ten...but them's the breaks.
blakkie
QUOTE (Critias @ Apr 15 2005, 12:58 PM)
Feel free to make a "cool" guy that's more man than machine (and more chrome than skill), if you want.  You can even get the money to do so fairly easily, just using the cash-for-karma rules.  The SR3 system understands that some characters like cash more than karma, and some like karma more than cash.  It's already there.  Upgrade all you want, you've got plenty of cash coming in, if that's all you're interested in.

Those are optional rules, and has been my impression that they are rarely used for whatever reasons (likely excess cash created insane weapons/explosives caches). I just posted a poll in DSF to see if i could get psuedo confirmation of that. It's pretty early on though, we'll see.

Of course it seems that it is not uncommon to have cyber-upgrading rare. Various reasons; front loading of cyber purchases at character creation, surgery removal of cyberware rules, static essense level, extreme cyberware costs vs. other equipment and canon run cash, problems with some 'ware design re: power and synergy between 'ware items putting GMs on the 'ware beatdown offensive. I try to address all those save for the last one in my suggestion.

QUOTE
Of course, a sammie with skills augmented by chrome (as opposed to chrome augmented by skills) will clean your clock nine times outta ten...but them's the breaks.


But wait, where is this balance issue with allowing Karma to buy Essense I keep hearing about then???? sarcastic.gif
Cynic project
With the rules in M&M and few changes one can make Street sams, ungodlly.

Here are the changes,one once you have removed whtever was giving you a hole in your essance, or giving you a boindex you can replace it with soemthing that will fill that hole. No need to make it harder.

Two if you remove the ware, the side of effects of having hte ware, go away as well.

Give ware and items and not just money and watch the sams get uber powerful.
Dawnshadow
QUOTE (blakkie)
But wait, where is this balance issue with allowing Karma to buy Essense I keep hearing about then?

Easy... properly done -- aka, not restricted to some tiny little portion of what they can be -- Street Sams are very potent.

Making Street Sams even MORE potent puts them at 'unbalanced' -- because it's a LOT harder to counter an overpowered street sam then an overpowered mage. Mages there are some quick and dirty things you can do to drop their power levels. Background counts, for instance. Street Sams have no such weakness. If one's too powerful, you have to either plotline it (eg: kill their maintenance clinic), or stack some pretty damned hefty visibility modifiers on them, which cripples mages too (and the mages may not be overpowered to begin with). Background counts, decent enemy mages throwing spell defense around, all those drop the power of mages quite nicely -- and don't paralyze the nonmages of the group.
warrior_allanon
QUOTE
Making Street Sams even MORE potent puts them at 'unbalanced' -- because it's a LOT harder to counter an overpowered street sam then an overpowered mage.


well you could drop a tac nuke on them but i dont think thats playing to fair


Dawnshadow
Drop a tac nuke on them and you've just committed a TPK.

Now.. drop a cow on them, and it's just the one.. but that's not particularly fair either.

Or you could pit them against a massive regenerating toxic fire elemental possessed cyberzombie troll without a mage to burn karma healing them when it lets loose with the vindicator coming out of it's back.. But that'd be just mean..
Eyeless Blond
QUOTE (Fortune)
QUOTE
Note that I never once said that Sams should not get better within their chosen field. I even suggested that they diversify within the field of combat knowledge. I only said that once they have reached a level of competence that they are comfortable with, they can always find ways to branch out, which can equally apply to the awakened.
I still don't get where you think I am saying that a mage is weaker than a Sam. Please don't read more into my posts than I'm actually writing. I am saying that I have never had a problem with balance between the two different types of characters, and have never had PCs that were at a loss about how to spend Karma, because they knew every Skill they ever wanted.

Wheras *I* am saying that the problem between mages and sams is that the mage has the option of expanding in hus chosen field of expertise, while the sam is basically forced by default to expand into more diverse skills, which the mage can put off until later because he has more powerful things to spend Karma on. I never meant to imply that you thought that mages were weaker than sams; that'd be a horrifically flimsy strawman argument. What you seem to be saying is that because a sam is forced through marginal utility costs to branch out from his chosen area of expertise that he is a stronger character because he is more versetile. This doesn't make a lot of sense to me because if branching out were so much better than specializing then the mage would be doing it too (I *have* seen some mages pick up extra background skills and such, when they aren't spending karma on initiations and bonding foci and stuff like that).

What I am saying is that a mage has more paths of advancement than a sam: foci, initiation, spells, skills, attributes, and some low-end or high-end cyber as opposed to only skills and attributes and maybe replacing some cyber at a huge cost and adding lots of surgery options. With the linear--or sometimes even exponential in the case of cyberware grades--increase in cost for each advancement path, the smart mage will be spreading his advancement around, receiving in the end more benefits for a given amount of karma. With 30 karma a sam can raise a skill from 0 to 6. With that same 30 karma a mage can raise that same skill from 0 to 6, or he can initiate, possibly several times, and learn a few powerful metamagics, or he can bond a Force 6 Power focus, or he can learn five Force 6 spells. Having these extra options is more powerful than not having them.

Further, just because people like to single out mages for the chopping block doesn't make them less powerful. Sure, you can increase background count, but how about the time your team needs to get into the airport, past all those cyberware scanners and bomb sniffers? What happens when your characters need to swim? smile.gif If a sam is really getting out of hand you just call for more SOTA checks; can you do the same for mages?
Dawnshadow
Hehe... other than the swimming, my shaman-adept has more trouble with airports than the Sam.. but, again, the Sam is obscenely advanced techwise and has a small corp employer (where he's head of security, so he's got permits for his toys, and he's somewhat known anyway).. The shaman-adept on the other hand, has an illegal sword weapon focus, a bunch of illegal swords, an smg (no permit), and a force 4 sustaining focus that he uses a lot.. he went travelling and his effectiveness plummeted. Fast. Had to leave most of the stuff behind because they couldn't get it set up to smuggle properly.

Now.. if we were swimming.. then the Sam is in trouble. More than 35 kg of metal. He just has to take an air tank and walk along the bottom.
Sharaloth
Not to throw in a repeat of a discussion in another thread, Eyeless, but they don't add up like you're saying they do. You're ignoring the increased Karma cost of utalizing most of the salient metamagics like Centering, which requires you to have at least two skills to use, and those skills should be high to get the best effect, most of the others only have an effect against other magicians. Bonding a Force 6 Power Focus qould also cost 1,260,000 nuyen.gif with Street Index factored in. Give the Sam the same basic resources and he can not only raise a skill from 0 to 6, but upgrade or implant new cyber to make him even more dangerous, with some left over for the hottest guns and armor he can get his hands on. Learning Force 6 spells is not astoundingly easy either, though no argument that they can be stunningly powerful when used right (and in the right way to avoid the drain). The core of your complaint is that a magician has more options available as to what to do with his karma. And that's why magicians are karma sinks, always in need of more to accomplish any major improvement. Sams and such are money sinks, requiring vast amounts of cash to upgrade and stay SOTA, but with fewer options in where to put their karma. That's the way it works, that's the balance between the two.

There are a lot of ways to limit a magician, and there are a few ways to limit a chromed-out sam, but then again, there are ways around the limits to a Sam that require some money and legwork to get by, but the limits to magicians require ever increasing amounts of karma (two initiations minimum to get filtering, etc), or cannot be surpassed at all. Mages have a good deal of drawbacks to them, and while the general opinion seems to be against geasa, I find them an excellent way to limit magician characters, especially since so many different conditions can provoke a magic-loss check. YMMV, but I don't see the disparity between the two, except perhaps at the 300+ karma range.
Fortune
Eyeless Blond: You do seem to gloss over some of the very real problems of the awakened, like Magic loss or Background count.

We're just going back and forth though. My position is that, in my experience, Mages are not overpowered when compared to Sammies, nor are they underpowered. This may not be the case in everyone's games, but that is a factor of the individual game, not the system. No matter what changes you make, some games will always have balance problems, for whatever reasons.
blakkie
QUOTE (Dawnshadow)
QUOTE (blakkie @ Apr 15 2005, 06:07 PM)
But wait, where is this balance issue with allowing Karma to buy Essense I keep hearing about then?

Easy... properly done -- aka, not restricted to some tiny little portion of what they can be -- Street Sams are very potent.

I definately think 'ware has a front loading issue. That's why I'm suggesting roughly 17% less cyber at character creation. M&M most definately had some 'ware that were...issues. All cyber/bio/nanites have to be redone and rethunk anyway, and to implement a graduation of 'ware over a character career would need to be factored into 'ware design (doesn't sound like the essense costs are nailed down yet anyway).

Actually if you change Bioware to use just straight essense, but at a much lower cost, (getting rid of that annoying Bioessense stuff) that would fit nicely with this and you wouldn't need to increase the cyber essense cost as much.

SR3 Chromeheads can be insane up front in relation to other starting characters. But they are not immune to magical threats (for example spirits) and often have a tougher time dealing with them than your mages do. As part of a team where you have mages to cover those weakenesses? Ya, they can be a bear to take down. But such is teamwork, and taking them down isn't the only way they can fail.
Ellery
It sounds to me like the argument is that street sams get to a certain skill level and then will want to branch out to effectively keep growing in power, and it's unfair to make rules that make it more effective to branch out, because the rules make magicians branch out much more to effectively keep growing in power.

Somehow I'm missing the logic.

Is branching out good or bad?

If it's good, even a street sam has plenty to keep himself busy for hundreds of karma between various ranged and melee weapon skills and skills to let him get into position to utilize those skills, to fill his core competency, before branching out into other useful but redundant skills like combat tactics, vehicle skills, electronics, etc..

If it's bad, and people should stay narrowly focused, then the mage shouldn't have anything to do with ranged and melee weapon skills; they should focus on their four or five core magical skills instead, pick up a few spells, and then initiate til the cows come home while whining about how expensive and unhelpful it is to initiate from grade 5 to grade 6.

So, which is it? Options = good, or options = bad?
fistandantilus4.0
I don't think buying back essence is such a bad idea, assuming the cyber has been taken out. Say, for grade upgrades. I think we went over that before on another thread. BUt I don't think they should be able to buy more essence (6+). just because teh edition changes doesn't mean metahumanity all ofa sudden has more humanit/essence/ability-to-stuff-more-metal-of -the-same-quality into them selves.
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