From: | Richard M Conroy <Richard_M_Conroy@***.ir.intel.com> |
---|---|
Subject: | Game Balance (was Re: Bullet Barriers on Locks...) |
Date: | Wed, 31 Jul 96 12:55:00 PDT |
Shadowruns magic system, basically that a well played mage will walk
over most opposition due to the various spells etc. at his power. The
Sammies/Deckers/Riggers can all be controlled fairly easily by
restricting equipment access, but if you start knocking spells off, and
all the features that make a mage powerful, you will more or less be
discarding half the spellist and most of the grimoire, including all
the bits which make playing a mage interesting.
here's a couple of snippets from the thread:
Right the big bullet barrier:
[snip]
> Another problem is that in order to drop him you have to use the
>most heavy weapons of the game, which the surviving pc's will get from
>the fallen bodies and then the pc's will have these weapons too, ...
>soon everyone will NEED one of these barriers in order to stand a
>chance of surviving...
OK, so we have got the Arcane equivalent of nuclear escalation: In order
to threaten a mage by mundane means you need to bring out all the big
guns that you've been keeping out for game balance reasons, to counter
this, the non-mage types are going to require similar firepower just to
stay alive, which will probably make your players obsessive about
acquiring them, mostly from corpses.
> The point is: yes, you can be killed, but only by highly unusual
> things.
Exactly, things get heated to the point that in order to provide a
challenge to the mage, every enemy becomes a walking tank, or has an
army of friends on the lookout for mages at all times
>And then there's the obvious solution - fight magic with magic.
>You don't expect a gang of at least 50 members to have none
>with magic
I've always gathered that Magic users (including all adepts) numbered
less than 1% of the total population (source:Grimoire? NAGEE?) all of
which can't be fully trained up to PC standards, and that by and large
most of them would be recruited by corporate scouts. *Every* group can't
have a bloodthirsty lethal mage with them.
Basically my Point: Every group can't possibly have all the resources
available, both magical & mundane, to challenge a team supported by a
good mage (or two), but the opponents that do, possess the ability to
strip down a team in seconds (several PC deaths) once the mage overlooks
a possibility (grounding thru spellocks, extremely powerful weapons,
spirits etc.). It also requires the GM to think on every possible
ability on how to threaten the mage. These methods bring the whole
power level up so much, that most players can't handle it. ie power can
be achieved by the mages, but it can also be taken away very quickly,
by using extreme means that border on GM vindictiveness(sp?). There's
no middle ground area or threat level, and certainly mages are not
balanced with other characters. A mage should wipe the floor with any
street sam.
Case in Point: My SR game was played at a high power level, there was a
merc in the team that had a fairly free run of source material (shadow-
tech, SSC etc.). By the end of the campaign he was incredibly tough
(they were successful & made contacts), you know, milspec armor with
NBC protection, gyromounted Stoner Ares, Body 10 etc. When he was able
to use all his gear he was horrible. There was a rigger with his usual
Bond-type tank, with guns to match, and launchable drones. There was
also a mage & a shaman, who were probably more powerful than either of
the others. The merc was scared of snipers, with good cause, the rigger
died when his truck got hit with a ripple of rockets.
However, because the mages (Hermetic & Shamanic) were never
*SEEN* due to maintaining invisibility and various Concealment powers,
they were never targeted, darkness, stealth and smoke always helped.
The mages usually left the tanks (human & vehicle) behind to cover
they're stealthy intrusion & getaway.
BTW these were smart & good players not munchies, but the point I'm
trying to make is that I was completely unable to balance the mages,
the sams, yes, but I let them away with all the tech they could have,
and yet they could still be challenged by 20 terrorists or so, the
mages hadn't even half the stuff they were able to accomplish, and
yet they far outclassed the sams.
I always had the option of grounding hellblasts through spell locks,
(a lock bought it that way) or unleashing 5+ mages against them, but
that stinks as much as a GM frag, and would end up destroying my campaign,
as the mage wipes out all the rest of the team who are naked without
magic support. What's the point ? Proving that you can be killed ?
Surely there's a better way to balance out magic ? Without fragging
your mages with unbelievable opponents ? I'm reluctant to just say
"no spell locks, no grimoire, etc" it's that stuff that makes being
a mage interesting.
I just had to stop that campaign because I refused to turn every single
opponent into a walking tank/free spirit/quickened mage. This is Shadow-
Run not AD$D, it would totally ruin SOD, and I didn't want to turn the
game into a high-magic campaign either.
Is there anyone out there who found a better solution ?
Richard
O--------------------------------------------------------------------O
\Food for thought lies in the\Richard_M_Conroy@\Roadkill on the Info \
\depth of an inedible brick. \ccm.ir.intel.com \-rmation SuperHighway\
O-------------------------------------------------------------------O