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Message no. 1
From: Malcolm Shaw malhms@*********.com.au
Subject: Re MitS - Mages get shafted?
Date: Sat, 15 May 1999 22:43:43 +1000
On first hearing about MitS and reading the comments on ShadowRN I was
eager and looking forward to obtaining a copy especially as the group I
belong to take the attitude of incorporating each new release from FASA
into our games rules immediately. Then I got hold of MitS (yesterday)
and while I have not studied it the overall impression is that the mage
(and shaman) have been shafted and the phys ad is benefited. To explain
my impressions firstly let me describe my current character:
Female dwarf mage - level 1 initiate combat mage type with spell casting
specialization making magic attribute 6+1 (for initiate level) and 5
sorcery, 7 spell casting and conjuring at 3. She has a small number of
other skills such as stealth 3 (urban 5) and a fair number of knowledge
skills. This was taken as our GM indicated that players should have a
reasonable knowledge area and skills such as etiquette etc. or no info
available even if role playing is good. A point that I whole heartedly
agree with. If your character has no knowledge or etiquette or skill
then the character has severe problems running the shadows unless you
want to play a gang type game. We decided to run a high level game in
regards to knowledge etc.

Now to make my character able to have an advantage in melee I set out to
design an anchoring spell - a deal which netted me a combat axe that
does 11D damage. This may sound excessive until you start to look at
SR3 and new rules in regards to spirits and having to face up to trolls
with high body and heavy armour. A mage cannot compete in these areas
unlike the phys ad who can get mystic armour etc. Also the point was
that I did not get to use this axe that often as being a mage I tried to
avoid direct confrontations specially melee but surprise etc. and
general game pay makes it impossible to always avoid these situations.
I thought that anchoring was a great way for the mage to gain a little
edge without having to spend a huge amount of money to get a focus which
were all very high to exorbitant cost and enabled me to use Karma for
spells and skills etc. I think foci are great when you read Shadowrun
novels and not practical when role-playing due to costs in both money
and karma.

Then I read MitS and lo and behold I have a reusable anchoring focus
that costs, depending on the way you look at it 120,000 nuyen on the
street as an unbonded focus or 303,000 nuyen on the street as a bonded
focus and for unbonded would cost me 10 karma to apply first bonding
then 9 karma for bonding - MitS is confusing here as it says the cost
for first bonding is 5 x force and then 3 x force for bonding but does
not explain the two bonding costs. On top of this there are no examples
as per the Grimoire of how the spell acts and from inference I do not
think that the new anchoring would allow me to get a damage code of 11D.
So at the moment if we transfer our game to the MitS rules my mage
looses her axe because a) she cannot afford the cost and b) it does not
match the new rules.
Ok I can grudgingly accept that and try to look at the advantages
offered???
New Foci - bull all these do is increase costs to the mage both in Karma
and in very high nuyen costs that even with the best of games is very
difficult if not impossible to gain. For example the highest Karma paid
run we have had was Harlequins Back but our normal runs looking at how
FASA suggests in SR3 and in the Adventure modules gains one 5 Karma and
about 10,000 to 30,000 per run (by the way we play this as per run not
per night as I seem to recall some people indicated on ShadowRN and we
may take several nights of enjoyable playing to finish a run). Also
going by time lines I believe that any group taking note of time would
get no more than 4 good runs in per year (taking into account such
things as healing time for injuries etc.and if you earn as we do then
for a mage to gain sufficient funds and karma it would take about one to
three years of role playing time not counting the costs for living and
expenses etc. so expand that by a factor of at least 2. I know it is
not the intention of having too many foci per mage and there is foci
addiction but god! 300,000 nuyen for a force 2 reusable anchoring focus
is excessive, plus centering foci at 75,000 x force plus bonding costs
of 3 x force, Shielding foci at 95,000 x force plus bonding costs of 4 x
force, all to gain the magnificent reward of 1 die per force?
I have previously expressed my thoughts that the cost of expendable foci
at 1,500 x force to gain 1 die per force was one hell of a jump, and
unwarranted, compared to SR2 + Grimoire expendable fetishes of 50 or 60
nuyen for one die.
If I now add the new rules in regards to anchored spells I have to roll
drain each time I use and anchored spell - not too heavy if the spell
force is low and probably a better way than the old where there were no
tests. But why did the people who design these changes add that the mage
must also re - link each time the spell/anchor is used? Also can anyone
tell me how a mage could put the dice aside as indicated for bonding
etc. to be able to succeed in creating or using the Executive Protection
Anchor as page 71 in MitS? I know they say that these are found in the
possession or corporate execs etc. who can afford serious magical
protection but I had a brief look at the rules for creating and bonding
with dice being put aside for each action out of the total dice plus
spell pool available and my character with magic rating of 7 and spell
pool of 6 and a willpower of 7, which I don't think is too meagre would
have great difficulty in completing.

Then the changes to centering. Now one must have two skills at relevant
Karma costs. One to be a centering skill (which no where in the book can
I find the cost for this skill) and a related active skill. As I
understand this my mage would have say Latin at 6 and then a centering
skill at 6 or less and when centering would roll the dice in my
centering skill. Karma cost for my character would be 31.5 Karma for my
latin language and 31.5 for my centering skill if it costs the same as
languages and for one success applied ot the relevant test for every two
centering successes is it worth it? Also the use of an active skill
leads to some weird (in my opinion) choices for active skills e.g. one
of group who got his MitS a few days ago plays a phys and now is using
centering with spell casting as his creative skill - this should mean he
spends the same amount of Karma as I but to me I think using spell
casting as a skill seems ridiculous, however the rules leave this open.

Also as my mage had used masking, shielding, quickening and anchoring
before MitS then to fit the new rules she has to initiate to level 4 to
keep in accordance with the rules, or take three quests to learn the
extra metamagic techniques she has used. This I don't mind too much as
I agree with the new rules in this regards - it does give more incentive
for the mage to advance in initiation than the old rules. (I also have
64 Karma to use, most of which I wanted to use to get a few spells and
increase or gain new skill but now ill have to apply most of it to
initiation) (by the way before people start commenting on the Karma I
repeat we have just finished Harlequin's Back very successfully and I
had 4 Karma not spent before completing Harlequin's back - good for
Karma very poor for money)

I know that many on the list seem to have characters that are extremely
powerful and every time I read of people complaining of munchkiness I
quietly chuckle. All the same people seem to be running hugely powerful
characters and their advice always seems to be get a power focus, get a
weapon focus - look how much damage etc. you can do, or mages should not
get into fire fights - the sams should protect them while the mage stays
out of it and casts spells to help them. Well I don't know how these
attitudes correlate with game playing but I do know that our group tries
to avoid muchkiness and play by standard rules and our mages try like
hell to avoid damage but do not succeed all the time and with weapons
being as powerful as they are the mage needs help in surviving. The
anchored spell and quickening were to my way of looking at things a way
for the money poor mage who is trying to gain spells and skills both to
survive and help in fights are now beyond their grasp and is a poor
addition to the rules.
I know some say that mages were too powerful and in games like AD&D, if
they survived long enough to gain higher level they could unbalance a
game, and I agree, but in Shadowrun I did not and do not think this is
so. Up until now I have really enjoyed Shadowrun but it seems to me that
the mage is getting further and further behind the eight ball with cost
and rule changes and I find this sad and detracts from the game.

My opinion for what its worth, I may change my mind or may find more to
grouse about as I take more time to read MitS and study it.

Malcolm.

PS page 24 MitS Aborigine Magic a should it not be Aboriginal Magic?
and as for Traditions the totems should not include the badger it is a
european mammal and possibly North American - perhaps one could use the
wombat but he is not aggressive - perhaps the Tasmanian Devil? or seeing
how some awakened animals have returned could we have a resurrection of
the Tasmanian Tiger?
Message no. 2
From: Razors Edge. razrzedge@*****.com
Subject: Re MitS - Mages get shafted?
Date: Sat, 15 May 1999 16:49:18 -0700 (PDT)
--- Malcolm Shaw <malhms@*********.com.au> wrote:

> MitS is confusing as it says the cost
> for first bonding is 5 x force and then 3 x force
> for bonding but does not explain the two bonding
> costs.

The First Bonding cost is so high because it is making
a mundane object magical and to bond it to someone
(enchanter or customer). The "normal" bonding cost is
just to bond, as the object is already magical.


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Message no. 3
From: Razors Edge. razrzedge@*****.com
Subject: Re MitS - Mages get shafted?
Date: Sat, 15 May 1999 18:47:50 -0700 (PDT)
--- Malcolm Shaw <malhms@*********.com.au> wrote:
<<Snip Intro>>
> Now to make my <mage> character able to have an
> advantage in melee I set out to design an anchoring
> spell - a deal which netted me a combat axe that
> does 11D damage. This may sound excessive until you

> start to look at SR3 and new rules in regards to
> spirits and having to face up to trolls with high
> body and heavy armour. A mage cannot compete in
> these areas unlike the phys ad who can get mystic
> armour etc. I thought that anchoring was a great way

> for the mage to gain a little edge without having to

> spend a huge amount of money to get a focus which
> were all very high to exorbitant cost and enabled me

> to use Karma for spells and skills etc.

IMHO, you a taking a wrong turn right here. A mage has
tons of advantages over trolls with high body and
heavy armour. You're a spell caster and conjurer. That
is HUGE plus. The fact that your mage isn't as good a
hth combat as these others isn't a crippling flaw, it
is the only slim edge said tolls have. Yes, they can
inncapacitate you in one hit, and your melee attack
bounce off them. But, they should never get that
close. You should have blasted them from a distance,
with spells, spirits or bullets.

To make a mage able to compete with melee monsters at
their own game should cost alot of Nuyen and Karma.
It's like saying a long range bomber needs to be fixed
to survive a colision with a tank. It would take
millions to accomplish and most people wouldn't bother
even trying. They are two different things meant for
two different jobs.

> So at the moment if we transfer our game to the MitS
> rules my mage looses her axe because a) she cannot
> afford the cost and b) it does not match the new
> rules. Ok I can grudgingly accept that and try to
> look at the advantages offered???
>
> New Foci - bull all these do is increase costs to
> the mage both in Karma and in very high nuyen costs
> that even with the best of games is very difficult
> if not impossible to gain. For example the highest
> Karma paid run we have had was Harlequins Back but
> our normal runs looking at how FASA suggests in SR3
> and in the Adventure modules gains one 5 Karma and
> about 10,000 to 30,000 per run (by the way we play
> this as per run not per night as I seem to recall
> some people indicated on ShadowRN and we may take
> several nights of enjoyable playing to finish a
> run). Also going by time lines I believe that any
> group taking note of time would get no more than 4
> good runs in per year (taking into account such
> things as healing time for injuries etc).

In the Portfolio of a Dragon: Dunkelzahn's Secrets,
there is a runner who describes his career and syas he
has made 75 runs in five years. (It is in the section
talking about The Big D's network. The story about
capturing an Aztec Blood Mage.) Your group's
experiences are obviously different, but not
necessarily the only way to play. Some groups can
complete a mission without injuries and go back out on
a run almost immediatly. It sounds like your group
gets hurt alot, and you're right in not aquiring much
Nuyen or Karma while convelessing. Teams that have
little turn around time (not healing, completeing
magical tasks, doing programing projects or hunting
down rare guns) will improve quickly and roll in the
dough. Maybe You guys should shift you tactics, or
speak to GM about not haveing every adventure end with
the party in the DocWagon recovery room.

> And if you earn as we do then for a mage to gain
> sufficient funds and karma ...
<<Snip Pricing Notes>>

Yes, foci are expensive. In terms of both karma and
nuyen. The simple reason is; They Rock. Two dice from
a combat spell focus can mean the difference from
casting one Deadly power ball or two. That is a
massive perk in the middle of battle. I feel the
pricing is high, but it is rightfully high.

But if nuyen alone is the problem, take them from dead
opponents. Lone Star mages always seem to have some.
Hell, you could go on a run simply to steal some from
a talismonger. This is not the recomended way, but
money is not an imposible obstacle.

> If I now add the new rules in regards to anchored
> spells...
<<Snip Anchoring>>

Anchoring can be tough. It is an adavnced power, that
creates advanced effects. It isn't often the first
meta-power taken, so many people have boosted their
magic stats before the gain it. Also don't forget
about Aid Sorcery from Elementals. Whistle up a
elemental with a high level, if you only get one
success, well that is all you need. 6 extra anchoring
dice, for an outlay of some ritual materials and a few
hours to shake off the stun drain.

> Then the changes to centering...
<<Snip Centering>>

Centering was changed to take advantage of the new
background skill rules of SR3. BTW, check you math on
the cost of aquiring a new background/knowledge skill.
Your numbers seem high. But consider this. If you
haven't studied Latin all your life (purchased it at
character creation) it would be hard to become Master
(LVL 6 in SR3) of the language without much study and
time. The Karma Cost makes sense. Then also learning
to use a Meta-Magical skill at a mastery level (LVL 6)
should take even longer.

Centering is also meant to make it easier to cast or
hurt less to resist the drain of spells. Not eliminate
the risks involved. The new rules give a boost to
magicians, but not a way to completely avoid the
dangers of magic.
>
> Also as my mage had used masking, shielding,
> quickening and anchoring before MitS then to fit the

> new rules she has to initiate to level 4 to keep in
> accordance with the rules, or take three quests to
> learn the extra metamagic techniques she has used.

I think you're wrong here. You get one Meta-Mag skill
per grade on Initiation and have to make a quest,
learn from a spirit or an initate. Learning isn't a
way to get the skill without initiating, it is a equal
part of aquiring the new skill.
<<Snip Karma, Munchkin and AD&D>>

Your complaints are all valid. But the source of your
problems isn't MitS. It is the way your group chooses
to play Shadowrun. I think the way you play is fine;
it works, the players seem to enjoy it, they keep
coming back and your justification for the number of
runs per year seems rational. It just doesn't give you
the Nuyen/Karma you feel you need to play the game by
the book. The answers are simple: (A)Change they rules
in the book to beter reflect the reality of your game,
or (B)Change the nature of your game to beter reflect
the rules in the book.

For situation (A) reduce the costs of foci, skill
improvement costs or any other items in the game that
bother you. Just make sure the players and GM of your
group are OK with it. House rules can be found all
over the place, even here on the list people suggest
changes to the books core system almost daily. Go wild
and enjoy.

For situation (B) sit down with the players and GM and
discuss how you would like you character to develop
and at what speed. Maybe there is a samurai who wants
to master a wieder variety of weapons who would agree
with the karma increase. Maybe there is a rigger who
wants more gadgets and vehicles that the cash limit of
your game has put out of his reach. One other thing,
may be for you to re-examine your take on your
character. If you want a spellcaster who can stand up
to adepts/trolls/spirits in melee, switch to a
magician adept. Full magicians have enough
skills/powers/goals to accomplish with out making them
equal to a close combat specialist.

> My opinion for what its worth, I may change my mind
> or may find more to grouse about as I take more time

> to read MitS and study it.
>
> Malcolm.

Ditto on my end. And also congratulations for
expressing your oppinions. Some people treat these
game books as gospel, and would even question the
changes made. I happen to agree with most of them, but
that is me and my group. We still have fits about the
ramming rules for vehicles and the no-dodges for
pedestrians.



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Message no. 4
From: Adam Lewis adamswork@*****.com
Subject: Re MitS - Mages get shafted?
Date: Sun, 16 May 1999 12:29:29 -0700 (PDT)
<snipped entire message>

I understand how a mage can never hope to have an
extra 300,000 nuyen laying around to spend a little
Force 2 focus.

BUt why buy it?

If runners can break into high security corporate
vaults and steal top secret data worth millions of
nuyen, why not do a qucik run for that focus.

My players are still learning how to make PCs, but
once we get started I don't intend to make them go on
shopping sprees.

Those game nights when a couple people are missing,
those are the supply runs. A short one night adventure
to get a particular item. They get the item and a
little Karma and it's an incentive for players not to
miss too many game nights.


=­amL
===="The good die first."
"But most of us are morally ambiguous, which explains our random dying
patterns."
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Message no. 5
From: Graht Graht@**********.worldnet.att.net
Subject: Re MitS - Mages get shafted?
Date: Sun, 16 May 1999 14:48:37 -0500
Adam Lewis wrote:
/
/I understand how a mage can never hope to have an
/extra 300,000 nuyen laying around to spend a little
/Force 2 focus.
/
/BUt why buy it?
/
/If runners can break into high security corporate
/vaults and steal top secret data worth millions of
/nuyen, why not do a qucik run for that focus.

I figure there are two sources for such a focus. A specific mage, or a magical
groups supply.

I'd almost rather take on Damion Knight personally then try to steal a focus
from a magical group. Besides having to get past their magical security,
you'll probably look forward to them hunting you down after (if) you get away.

As for going after a specific mage, keep in mind that he's good enough that he
was able to make the money to buy it (or good enough to make it himself). It
won't be easy. And he's probably a shadowrunner himself (or a mage in a group,
or a shaman in a lodge, etc). He's probably got friends.

Me, I'd save up my money and just buy it. I've got enough on my plate as a
shadowrunner without adding to it by pissing off people in my spare time :)

FWIW, when a PC in my group wants a focus he has to go through the process of
saving the money and doing the legwork to find an enchanter who will make it
for him (and he has to haggle over the price). They can't go on "shopping
sprees". It takes time and an investement of time on their part.

-Graht
--
"Earn what you have been given."
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http://home.att.net/~Graht
Message no. 6
From: Marizhavashti Kali xenya@********.com
Subject: Re MitS - Mages get shafted?
Date: Sun, 16 May 1999 15:05:22 -0700
Graht wrote:
>
> FWIW, when a PC in my group wants a focus he has to go through the process of
> saving the money and doing the legwork to find an enchanter who will make it
> for him (and he has to haggle over the price). They can't go on "shopping
> sprees". It takes time and an investement of time on their part.

Yes, indeed. I can't visualize an enchanter who has the time or resources
to just "make foci." It seems that each one would be work on demand. I
can't see anyone building foci just to have them available, except for
maybe the really cheap stuff.

--
Deird'Re M. Brooks | xenya@********.com | cam#9309026
Listowner: Unofficial Fading Suns mailing list
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Message no. 7
From: Starrngr@***.com Starrngr@***.com
Subject: Re MitS - Mages get shafted?
Date: Sun, 16 May 1999 19:40:13 EDT
In a message dated 5/16/99 12:29:40 PM Pacific Daylight Time,
adamswork@*****.com writes:

> <snipped entire message>
>
> I understand how a mage can never hope to have an
> extra 300,000 nuyen laying around to spend a little
> Force 2 focus.
>
> BUt why buy it?
>
> If runners can break into high security corporate
> vaults and steal top secret data worth millions of
> nuyen, why not do a qucik run for that focus.

A couple of reasons. The one biggest one is why Deckers never arrange to
'raid' their local Deckmiester. Bluntly put, if the word in the shadows gets
out that your runners are stealing from others in the shadows, their toast.
For one, their supply of many things will dry up, as people refuse to do
buisness with them. 2, many others will probobly band against them to take
them out for stealing from their own. 3, they will also probobly become
targets of theft attempts themselves, either to have people reclaim the items
they boosted in the first place, or because someone ELSE wants what they
stole and they figure its easier to pry it from thier cold dead fingers than
paying for it.

a "supply run" against a corp facility is one thing... though it should also
be considered quite gravely, as if they get caught it will probobly also be
the end of their shadow carrers. If they get away clean except for the word
on the street though, it might just help thier reps for having great big
brass ones. Runs against fellow Shadowfolk, on the other, will in general be
a very very bad idea...
Message no. 8
From: Joshua Mumme Grimlakin@****.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 00:21:13 -0500
----- Original Message -----
From: Marizhavashti Kali <xenya@********.com>
To: <shadowrn@*********.org>
Sent: Sunday, May 16, 1999 5:05 PM
Subject: Re: Re MitS - Mages get shafted?


> Graht wrote:
> >
> > FWIW, when a PC in my group wants a focus he has to go through the
process of
> > saving the money and doing the legwork to find an enchanter who will
make it
> > for him (and he has to haggle over the price). They can't go on
"shopping
> > sprees". It takes time and an investement of time on their part.
>
> Yes, indeed. I can't visualize an enchanter who has the time or resources
> to just "make foci." It seems that each one would be work on demand. I
> can't see anyone building foci just to have them available, except for
> maybe the really cheap stuff.

Actually this is just an example.. IT isn't just Mages btw. My Physad
really would like a nice Katana weapon foci. Maby somewhere in the force 6
arena. He is going to have to plunk down the cash to do it. Thankfully he
is owed more than a couple favors and just MIGHT be able to collect the
Mulah. And also thankfully reach doesn't count into cost. <big whew.>

But damn that street index. lol.

Ok anyway the work of makeing a foci is INSANE. Time and resources into
doing are just too much for the cost rideoff for oure group. We do silly
things like spend TONS of Nuen. At least according to this list that I
have been following. But it is cool because the baddies we face are on the
same power level as we are. Basically if the GM makes it nessesary for the
players to have access to gear that requires tons of nuen or tons of cash he
should make it avaiable to the players. That really is all that their is
to that in my openion.

> --
> Deird'Re M. Brooks | xenya@********.com | cam#9309026
Grimlakin
Message no. 9
From: Marizhavashti Kali xenya@********.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 00:07:22 -0700
Joshua Mumme wrote:
>
> Ok anyway the work of makeing a foci is INSANE. Time and resources into
> doing are just too much for the cost rideoff for oure group. We do silly
> things like spend TONS of Nuen. At least according to this list that I
> have been following. But it is cool because the baddies we face are on the
> same power level as we are. Basically if the GM makes it nessesary for the
> players to have access to gear that requires tons of nuen or tons of cash he
> should make it avaiable to the players. That really is all that their is
> to that in my openion.

I believe SR3 discusses tailoring awards (Karma and nuyen) so PCs can get
ahold of stuff they need...

--
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Message no. 10
From: Marc Renouf renouf@********.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 10:44:16 -0400 (EDT)
On Sat, 15 May 1999, Malcolm Shaw wrote:

> MitS is confusing here as it says the cost for first bonding is 5 x
> force and then 3 x force for bonding but does not explain the two
> bonding costs.

"First bonding" is the karma cost used when bonding the focus
immediately after it is enchanted. It's the "first time" cost to bond it
to someone. You will note that the multiplier is higher than the normal
bonding cost, however you will also note that you get a savings in karma
for using a handmade telesma or alchemical radicals in the construction of
the focus.
Important! Note that the savings is applied to the *multiplier*
not the total. So if you have a Rating 2 Reusable Anchoring Focus (First
Bonding multiplier of x5) was created with the prerequisite number of
units of radical iron (i.e. it has one type of alchemical radical), the
first bonding cost is 2*(5-1) = 8 Karma. Keep in mind, though, that
higher ratings of foci require more units of alchemical radicals in order
to get this bonus, meaning more time/money spent in alchemy.
The multiplier can never be reduced below 1 in this fashion.
Basically, this allows people who actually take the time and
effort to put the little "extra something" into their foci to be able to
bond them fairly cheaply the first time. After that, however, the bonding
costs is fixed as per the normal standard for that variety of focus.
Any focus you purchase (through your enchanter/talismonger
contact, or other magical source) is assumed to be at base karma cost
(i.e. *not* a first bonding). The only way you are eligible for first
bonding costs is if you're actually present at the moment the enchantment
is complete. This would require characters to "commission" custom
enchanting work, which would be both costly and time consuming.


> New Foci - bull all these do is increase costs to the mage both in Karma
> and in very high nuyen costs that even with the best of games is very
> difficult if not impossible to gain.

So make them yourself. If your group is only puuling 4 good runs
a year, that leaves you plenty of "down time" that your character can
spend enchanting. Once you've made the initial outlay for the cost of
materials and workspace, you can crank out decent foci at very little
actual cost to yourself, and since you're making it yourself, you are
the first person it's bonded to (hence, "first bonding"). If you take the
time to get seriously into alchemy and the handcrafting of telesma, you
can reduce the first bonding cost to a value much lower than the base
bonding cost.

> 300,000 nuyen for a force 2 reusable anchoring focus is excessive, plus
> centering foci at 75,000 x force plus bonding costs of 3 x force,
> Shielding foci at 95,000 x force plus bonding costs of 4 x force, all to
> gain the magnificent reward of 1 die per force?

Extra dice go a lot farther in SR3. There are so many things to
split your Sorcery dice between now, and the Spell Pool is *much* smaller
than the SR2 Magic Pool. Also keep in mind that Pools only refresh once
every *turn* now. Having 2 extra dice to throw into every Sorcery test
you make is a oretty otent advantage. Having 2 extra Shielding dice
allows you to spend more Sorcery dice on other tasks, which is again a
pretty substantial benefit.

> I know some say that mages were too powerful and in games like AD&D, if
> they survived long enough to gain higher level they could unbalance a
> game, and I agree, but in Shadowrun I did not and do not think this is
> so. Up until now I have really enjoyed Shadowrun but it seems to me that
> the mage is getting further and further behind the eight ball with cost
> and rule changes and I find this sad and detracts from the game.

Magic is still the "road to power" in Shadowrun. Magic has gained
a lot of flexibility in SR3, and in my opinion isn't so much "weaker" as
"more balanced." Under the old rules, as soon as you got a decent rating
Power Focus in your hands, things could very easily get out of control (if
the GM let them). Now that's no longer the case. Mages have to work a
little harder at excelling magically. If you want to be a complete
bad-ass in hand-to-hand combat, play a physad or street samurai. Or be a
mage, but be aware that you're going to have to make trade-offs. Hell, be
a burnout and go with wired reflexes and a whole mess of
strength-enhancing cyberware and cyber-implant weapons. What little magic
you have left will still give you an advantage over most mundanes in a
wide variety of areas.

Marc
Message no. 11
From: Graht Graht@**********.worldnet.att.net
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 09:23:39 -0500
Joshua Mumme wrote:
/
/My Physad
/really would like a nice Katana weapon foci. Maby somewhere in the force 6
/arena. He is going to have to plunk down the cash to do it. Thankfully he
/is owed more than a couple favors and just MIGHT be able to collect the
/Mulah. And also thankfully reach doesn't count into cost. <big whew.>
/
/But damn that street index. lol.

FWIW, I apply that street index if a character is trying to find the item for
sale. Finding an enchanter and hiring them to make a focus is a lot easier,
though it will take time (though often times less then re-rolling over and over
trying to beat the street index).

IMHO hiring an enchanter to make it for you is more fun, roleplaying wise
<shrug>.

-Graht
--
"Earn what you have been given."
--
ShadowRN GridSec
The ShadowRN FAQ: http://shadowrun.html.com/hlair/
Geek Code: GCS d-( ) s++:->+ a@ C++>$ US P L >++ E? W++>+++ !N o-- K-
w+ o? M- VMS? PS+(++) PE+(++) Y+ !PGP t+(++) 5+(++) X++(+++) R+>$ tv+b++ DI++++
D+(++) G e+>+++ h--->---- r+++ y+++
http://home.att.net/~Graht
Message no. 12
From: Ereskanti@***.com Ereskanti@***.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 17:44:25 EDT
In a message dated 5/16/1999 2:29:40 PM US Eastern Standard Time,
adamswork@*****.com writes:

> If runners can break into high security corporate
> vaults and steal top secret data worth millions of
> nuyen, why not do a qucik run for that focus.
>
> My players are still learning how to make PCs, but
> once we get started I don't intend to make them go on
> shopping sprees.
>
> Those game nights when a couple people are missing,
> those are the supply runs. A short one night adventure
> to get a particular item. They get the item and a
> little Karma and it's an incentive for players not to
> miss too many game nights.

It can be a good thing once in a while, but I would not suggest it become a
consistent habit.

-K
Message no. 13
From: Ereskanti@***.com Ereskanti@***.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 17:50:50 EDT
In a message dated 5/16/1999 5:00:03 PM US Eastern Standard Time,
xenya@********.com writes:

>
> Yes, indeed. I can't visualize an enchanter who has the time or resources
> to just "make foci." It seems that each one would be work on demand. I
> can't see anyone building foci just to have them available, except for
> maybe the really cheap stuff.

I agree here for the most part. In some ways, I kind of consider "Foci
Buying" as an "on commission thing". Sure, there are always the
traders/buyers in "used property", and I'm sure such exists...but with the
paranoia levels what they are, I would very personally, very, nervous about
buying someone's "previously used itemware."

-K
Message no. 14
From: GMPax@***.com GMPax@***.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 18:47:39 EDT
In a message dated 5/17/99 5:58:34 PM Eastern Daylight Time,
Ereskanti@***.com writes:

> I agree here for the most part. In some ways, I kind of consider "Foci
> Buying" as an "on commission thing". Sure, there are always the
> traders/buyers in "used property", and I'm sure such exists...but with the

> paranoia levels what they are, I would very personally, very, nervous
about
> buying someone's "previously used itemware."

The other idea is, Enchanter-based talismongers may sell _examples_ to the
mundanes (they canhonestly say "Yep, that's a genuine focus, prepared just
like any you'll find a mage buying!" ... note they nver said it was ACTIVE
;-) ... and using those examples as "display models" for the REAL customers.

After all, when you go to check out a talismonger with an eye to comissioning
a force-9 focus of some sort ... aren't you going to want to see what kind of
quality work the (wo)man is capable of? Those useless trinkets on the
shelves are an indicator of the Talismonger's skills at the _physical_ end,
and you could likely assense them to see, short of the karma costs, how well
it was put together, and with what quality of materials.

And ofc, sometimes a mage is hard up, and needs to SELL a focus.

Or, you sell off the Force 5 foci yer gonna replace WITH that new Force 9
toy. :-)

So the used market isn't always "in the shadows" ... sometimes they're
trade-ins.

Sean
GM Pax
Message no. 15
From: Marizhavashti Kali xenya@********.com
Subject: Re MitS - Mages get shafted?
Date: Mon, 17 May 1999 17:28:26 -0700
Ereskanti@***.com wrote:
>
> I agree here for the most part. In some ways, I kind of consider "Foci
> Buying" as an "on commission thing". Sure, there are always the
> traders/buyers in "used property", and I'm sure such exists...but with the
> paranoia levels what they are, I would very personally, very, nervous about
> buying someone's "previously used itemware."

Exactly, and going by my own experience, I have never once seen a mage with
a "generic focus." Everyone goes for custom work, which implies
work-for-hire, not the other way around.

But then, that's part of the charm with magic.

I also imagine that a mage who works with the Enchanter/Talismonger to
create the item might also get a bit of a discount. Depending. One of my
PCs did all of her own enchantments pretty much, with one or two
exceptions. Even then, she provided the formula for the other to do the
work.

--
Deird'Re M. Brooks | xenya@********.com | cam#9309026
Listowner: Unofficial Fading Suns mailing list
Listowner: Unofficial Trinity mailing list
http://www.teleport.com/~xenya | http://www.telelists.com

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