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Message no. 1
From: Mark Steedman <M.J.Steedman@***.RGU.AC.UK>
Subject: reflex increasing spells and class systems
Date: Mon, 10 Nov 1997 13:09:15 GMT
Jeremiah Stevens writes

> >
> I agree with the idea that there should be no class system, and that mages
> should be able to concentrate on combat oriented things if they should so
> desire.
fine.

> However, in terms of resources, a mage who locks or quickens an
> increased reflex spell makes a very small investment, both in terms of
> Karma and money, especially compared to the benefits ganed by extra
> initiative dice and compared to the costs of wired reflexes or other
> cybernetic enhancements.
i wouldn't call it that small. Sure 2 karma (1 to learn the spell and
1 to lock it isn't much) but the lock is 45K yen and inc reflexes 3D6
has only a comparable effect to wired 2, except you don't get the
bonus reaction for initiative ties, defaulting, non-combatent due to
wounds, suprise tests, quickdraw etc etc etc. [but see below]

> Given the spells available, mages are by far the
> easiest to transform into combat-oriented characters: Bullet barrier,
> personal combat sense, increased body +4, increased willpower +4 all
> locked or quickened and a few high powered combat spells and the mage can
> kick some serious ass, all with a very low Karma cost
True a starting mage can have all these, but the astral christmas
tree that results is well ludicrous and will attract drek.

> and virtually no
> money if the spell are quickened.
yes but the karma cost of grade 6 initiate to mask all that mess is
well high!

>There are a number of spells, that one
> made permanent, give mages a serious advantage over mundanes, increased
> reflexes is bt one.
True though inc reflexes is beatable with cyberware, ok the essence
cost of that cyberware is rather nasty but you cannot ground spells
through cyberware.

> On the other hand, mages face many more threats (or at least they should).
> The most obvious danger faced by mages is the astral attack.
so very true.
i hand out warnings to players that i consider more than a few (3-4)
unmasked foci drek attracting (its unusual), sure you can have them
and be better than average but the results won't be very plesant.

> Secondly, I would say that mages should have a much higher rep in the
> shadows, given the rarity of full magicians. A high Karma street sam may
> be well known, but shooting a gun really well does not stand out in the
> same way that having bullets bounce off a barrier and bolts of lightning
> shooting out of ones fingers does. Thus, mages would be much more high
> profile, and are a good excuse for a corp to roll out its big guns. If
> word gets out that so and so mage has a quickened bullet barrier with 10
> successes and normal rounds just bounce right off, well hell, we'ed better
> get out the PACs and miniguns.
Oh ho ho, well said, the bad guys can do research to (they shouldn't
be able to read the GM's mind but)

> There are also all sorts of nasty tricks GMs can use to specifically
> target mages- high background counts and wards are the two easiest, and
> both of those keep mages in check.
often the fairest as well, a lot of places SHOULD have a background
count of 1 maybe 2, though use them too much and magicians have
serious problems, +2 on a base TN4 is really crippling.

> Also, running campaigns which emphasize
> skills in other areas- social skills, technical skills or knowledge skill-
> these tend to put a damper on mages who have invested heavily in spells,
> focuses, initiation, allied spirits and all the other fun mage toys. (Of
> course, it also checks the sammie who's only skill is being able to fire a
> gun really, really, really well.)
well said, though implementation is difficult without decent players.

>
> In conclusion, I would like to say that one of my favorite features of the
> Shadow Run system is that it is full of checks and balances. While it may
> take some researce, just about any piece of technology or spell or other
> device has something which can be exploited. Even the fear of the negative
> consequences is often enogh to deter people, or at least make them think
> twice about relying on it too heavily.
>
generally i agree.
Cyberware scanners scare sammies from too much, the odd grounded
fireball and people can get very scared of spell locks :)
And rolling all ones on a conjouring test can be well bad (i waned a
watcher, where did this fraggin wraith come from!)

Mark

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