blakkie
Sep 16 2005, 09:21 PM
QUOTE (cleggster) |
I don't have Shadowrun 4 yet. Why is everyone afraid of Nature Spirits all of a sudden? Are they somehow more powerful now? DO they ignore domains? Do they have attack values over there strength? And IIRC, seeing as how I lent out my book, sprits already had Immunity to Normal Weapons in SR3. course my memory aint so good. Just wondering. What makes them a bigger threat now then before? |
Spirits of Nature have the best overall melee numbers of the spirits listed in the BBB, having both a bonus to Agility for landing the hit and a bonus to Str to raise the DV (base damage). All the spirits are pretty serious stuff though, especially once they reach Force 6 and up. Spirits also get any Skills they now at level Force.
Spirits as written in the BBB also have an insane Init so once they hit roughly Force 6 they are almost always going to go before and surprise the PCs/NPCs, even the Init tweaked ones, unless the PC/NPC uses a point of Edge (and the spirit doesn't us one, they get Edge = Force).
Fortunately the spirits only get 2 Init passes (out of the highest possible of 4 passes), but by then they'll have likely done some serious mayhem and are damn hard to get rid of outside of banishing.
Oh, and no there are no Domain limitations anymore.
Serbitar
Sep 16 2005, 09:36 PM
Can't Adam or Rob just tell us about the reaction thing? Whether its a bug or a feature. Should not be that much of a problem.
chevalier_neon
Sep 16 2005, 10:38 PM
About the fact that spirit of force 6 or higher are a serious match, I think that you should consider them like opponent of category 6, which are not really ridiculous neither...
FrankTrollman
Sep 16 2005, 10:54 PM
QUOTE (chevalier_neon) |
About the fact that spirit of force 6 or higher are a serious match, I think that you should consider them like opponent of category 6, which are not really ridiculous neither... |
That's a good way of looking at it, and incredibly illustrative. A Force 6 Spirit can be consistently summoned by a magician opponent of category 3.
A category 3 opponent rolls about 9 dice on actions, and that will summon a force 6 spirit. A Force 6 spirit in turn, is a category 6 opponent. That means that the 300 kg gorilla in every tactical situation is always the spirit(s). Much more so than the game deisgners probably intended.
-Frank
Shinobi Killfist
Sep 17 2005, 04:35 AM
QUOTE (Shadow_Prophet) |
I'm actualy still more worried about a big troll in good armor with a PAC than I am about a spirit summoner. There are far better tactics with spirits than to just send them into combat. Afterall the accident power hasn't gotten any less powerful. Then theres concealment, confusion, fear ect ect ect. Hell It says you're strongly encouraged to treat spirits just like npc's and roleplay out services and such. "strongly encouraged" prety much means, 'hey, we can't force you to roleplay if you don't want to but this is something you should do'. Its the things like that that seem to escape you.
Honestly I'm not sure how many more times I can say: "hey you know what, those tactics you've been using for years upon years now? Hey they work against spirits too. Hey you know what using brute force like you guys seem to prefer? yeah bad idea. Go ahead pop a astral signature all over the place so you can be tracked down and killed. Even if you don't get caught spirits are eventualy going to get pissed at you. Spirits don't like being abused. hell if you have a mentor spirit it might get pissed at you. And hey, theres this thing called roleplaying. Its a nifty little thing really, its what the game is about, you should try it sometime" |
So are you arguing for or against spirits being overpowered. So they can deliver the unholy smackdown and that's the weak ass way to use them. Yeah, I feel better now. Not only can they rule all in combat, but I can also use them in a ton of other ways. Usually being the swiss army knife type reduces your direct combat effectiveness.
And also on that astral signature thing you keep railing on about, virtually all activities a mage does will leave a signature. A force 5 stunball will leave as much of a signature as a force 5 spirit using a service. Now a currently active spirit has a link to the summoner which can be followed back to the summoner, but ok make sure you dont leave your spirit behind while it still has services. Normally just from the spirit preforming a service those who come afterwards can't track squat. Oh wait they can at 3 successes can see the signature and maybe recognize it if they see it again and hey at 5 successes they know what magic effect was used to make the signature. I may be missing it but the track down and kill the mage from the signature alone part I'm not seeing yet. All the watcher and pegging a signiture form a distance tactics in the world are fine and dandy, but they don't seem to apply to summoners in particular. Any mage doing any magic activity is just as vulnerable to it. So you minds as well use you big guns for all situations brute force or otherwise, the spirits you summon.
Gort
Sep 17 2005, 02:39 PM
Also, I'm not exactly fond of arguments running like this:
"Bloody hell! X is horribly powerful! A runner with X could take out the entire metroplex guard!"
"Well, the obvious counter is to drop tactical nuclear bombs on the runner until he dies! This makes for a good game and is fun."
You shouldn't HAVE to victimise a character because a tactic he is using is very powerful. It's like saying, "Oh, Y gun is really powerful, I'll start rolling separately for ammunition defects and other stoppages whenever the player fires it!"
The game should be balanced without the GM having to go out of his way to balance it in such a fashion.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.