Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Monday, December 2, 2013

Fireside Chat: Mages

I wrote two blog posts on the magic rules in Shadowrun 5th Edition, specifically Spellcasting, and Conjuring. I wanted to take a moment and write one more post about an interesting opinion I read online while building my canned characters for my first session.

"Being an aspected mage actually penalizes for taking power limitations at priority C.  (At priority B, aspected magicians are equal to magicians at least in terms of the karma value of their bonuses.)  At priority D, obviously there isn't a comparison.  The obvious conclusion however is that nobody should ever play an aspected magician except at priority D, unless you are going to be a conjurer, and even that is debatable.  (Of course, then there is the question of why you would ever want to be a magician instead of a mystic adept, since Mystic Adept > Magician > Aspect)."

Courtesy of Ricochet here

Now, let's look at this a bit closer. At priority A, there's no Aspected Magician, so you have to choose Magician, or Mystic Adept. I cannot fathom why you would take priority A for Magic. By taking A in Magic you are selling yourself short. So much of the game focuses on Attributes, and Skills, I cannot fathom why you would waste A on Magic. Especially when B is nearly as good, and leaves your top spot open for Attributes.

Priority B is where I like to start with every Magician I've built. I look at it like this: If I'm building a human Character, then Mystical Adept, Magician, or Aspected Magician all make sense. Remember, if you're going to take Magician, you might as well take Mystical Adept. You don't have to buy the power points, but having the choice doesn't cost anything, and can leave interesting growth options open to you down the road. If I'm building a non-human character and I'm not going to have a large number of extra points to add to my Edge, and Magic, then I prefer the Aspected Magician at this level, as the one higher point in Magic can help offset the lack of special attribute points from the metatype. That being said, a full Magician at priority B can be solid with a non-human metatype, you need to balance the metatype choice, and the rest of your priority choices though.

Priority C is the first level where I'd actually consider taking an Adept. You have a reasonably high Magic, and you've left Priority A, and B, free for attributes, skills, or metatype. Though again, I'd caution against taking Priority A as anything other than attributes. For Magician, Mystic Adept, or Aspected Magician I have to agree with Ricochet. The skill group for the Aspected Magician simply isn't enough of a benefit to make me not want to take the full Magician or Mystic Adept. Magic 3 is still solid, especially if you're playing a human, or other metatype with a few special attribute points to bolster your magic rating.

Priority D, this is an interesting one. You're left with Adept, or Aspected Magician. You get no spells, or skills, for free. Why would you bother taking Priority D for Magic? Honestly, I would only take Adpet at this Priority. Given that all Adepts have to buy power points with Karma you might as well take Attributes, Skills, and Metatype/Resources as A, B, and C, and use the special attribute points to up the magic attribute, and the skill and attribute points to build a solid foundation for a character. I can't advise taking Aspected Magician at D, as there's simply too many demands on your skill picks, and karma, to make a mage work at such a low priority.

This is one of the only failings of a priority based build system. You end up with character builds that simply aren't as good, or aren't even viable. In the end, you're going to see a lot of Human Mystic Adpets. If this was intentional by the designers, or not, this is definitely the way I see things going.

Attributes: A
Magic: B (Mystic Adept)
Skills: C
Metatype: D (Human (3))
Resources: E

That's your cookie-cutter mage build, in my opinion.

I'm curious though, does anyone have an idea for a character that doesn't seem possible? I'd like a challenge. If you can think of a character concept post in the comments, and tell me what the character concept is, and what you'd pick for Metatype, Attributes, Skills, Resources, and Magic. I'll pick a few I like and see if I can actually build them.

Tuesday, November 26, 2013

Magic in the Shadows: Conjuring

If you read my previous post on spellcasting you'll know I'm not a fan of the magic rules in Shadowrun, and unfortunately 5th Edition hasn't done much to make me a fan. However, of all the magical abilities, I like spirits the most. I find the concept of spirits, and especially the various types of spirits to add a lot of flavor to a game, and to the universe as a whole. I've always enjoyed finding new ways to describe the various spirits when they use their powers, or manifest.

Conjuring is broken into three sections, summoning, binding, and banishing. I'll handle them separately beginning with summoning. Summoning is the act of compelling a spirit to serve you. One of the new features that I like, but haven't gotten to play with much is specifying optional powers. If you summon a spirit of Force 3 or above, you can specify an optional power for every three points of force. Force 3, one power, 6, two powers, etc. My only complaint is that it's harder to summon a low level spirit, then it is to summon a higher level one. The test for summoning is an opposed test: Summoning + Magic [Force] v. Force

This means that to summon a force one spirit, you only succeed if you roll a success and the spirit does not, as ties go to the defender. With a higher force spirit, there's a lower chance of all their dice (the limit) coming up as hits, so it gets easier the higher the spirit's force, as it raises the limit. Granted, the rules do let you raise the limit through use of magical reagents, but for such a low-level spirit it hardly seems worthwhile. Once the test has passed, or failed, you must resist drain, the same as with spellcasting. In this case the drain is twice the total hits the spirit rolled on the summoning test.

I really like conjuring for two reasons. First, it's flavorful. Spirits can have a personality, they are all different. A spirit of man (my favorite) can manifest as a stop sign, a pile of garbage, a dust devil, reminiscent of a subway train coming into the station, or a sentient tire. A spirit of water can be a puddle, or a quick micro-burst shower. Second, I love the fact that spirits are sentient in and of themselves, I like that they can break free, or on a glitch show up for a "chat" with the summoner. I like that mages can develop a relationship with spirits. Conjuring, as a discipline, is less flexible then spellcasting but in my mind, from a game play experience I'd much rather conjure, then spell cast.

Let's move on to binding. When you summon a spirit through conjuring the spirit/mage relationship is short-term. There's nothing holding the spirit to the mage past the next sunrise/sunset and there's nothing I like more as a GM then having a spirit dissipate, mid-service. Ah, the joys of being a GM. A bound spirit however, is around until their services are used up. This generally is reserved for a higher level spirit. I wouldn't recommend binding any spirit below force 6/your magic rating. Though your mileage may vary.

Once a spirit is summoned, and has enough services to be worth keeping around, or maybe you're lonely and simply want a friend, you need to bind them. In 5th Edition, the binding rules haven't really changed, and unlike spellcasting they are fairly straightforward. The only hitch is that you need a significant amount of reagants. Once you have them the test is fairly straightforward, if taking a fair amount of time.

Note: This is one of the reasons I give my players downtime between runs. I'll often let my players dictate how they spend their time between runs, this gives players the ability to fence stolen gear, find new gear, to summon, and bind spirits, to train, find an instructor, heal, or whatever they need to do. It also provides a great mechanism for me if every now and again the downtime gets broken up. A contact calls in a favor while you're busy binding a spirit, or before you've found that nice gun you're looking for. Do you say no, and risk alienating a potentially useful contact? Or, do you say yes and run somewhat under-prepared. It's a good way to, occasionally, up the dramatic tension in a group.

I'm going to skip over Banishing, and move on to why I really, really, like Spirits in Shadowrun 5th edition. In 3rd Edition which was the system I've played the most to date any spirit could do any task. There was no real limit on what a spirit could do. In 5th Edition however, spirits are limited in what they can do, and how useful they are, by their force. This gets around one of the most frustrating "tricks" in 3rd and 4th Editions, namely mages spawning force 1 spirits, having them do one task, and letting them go.

In games, from a GM perspective, I like that spirits are still useful, and can be a very flavorful part of the world, and I like even more that a mage has to risk drain when summoning. While the fact that a force 1 spirit is very hard to summon doesn't seem to mesh with my view on the game, I can respect the designers not wanting to break the system of Skill + Attribute [Limit] just for Conjuring. From a role play perspective, I like to make my spirits helpful, but a little surly. A spirit, in my mind, has a pilot rating equal to their force. Send a force 1, or 2, spirit to do a complex task and you may not like the results. This forces my players to think about their commands a bit more, and makes them leery to send spirits to do important things unsupervised. Let me give an example:

A low force spirit, single service, gets sent across a factory to "push the red button on that panel" the mage has line of sight to the panel, so can convey to the spirit the panel in question. If I'm feeling generous I have the spirit go, and push the button, and then consider it's service completed and leave. However, let's say the mage has a reputation, they have abused a spirit or two before, and word has gotten around. The spirit goes over and pushes the button, a lot. Not once, not twice, but a few dozen times. It's still within the scope of the request, and who knows what that button does. Or, if the mage uses a spirit of the earth, maybe he pushes the button really hard. There's so many things you can do as a GM to curtail a mages reliance of spirits. It's entirely up to you.

In a later post I'll talk a bit about magical security, and physical security, and using mages in security teams.

Friday, November 22, 2013

Magic in the Shadows: Spellcasting

I want to go out on a limb, and voice what I'm sure is an unpopular opinion. I hate the magic rules in Shadowrun. In three editions now, 3rd, 4th, and 5th, I've yet to see a mage that wasn't balance-breaking. I've played mages, and run magic heavy games, and even did a stint with a group where magic didn't exist. The last was the most enjoyable.

While I don't have significant experience with magic in Shadowrun 5th Edition, I have read through the bulk of the core rules, and have formulated a number of opinions. First, let's look at the two traditions in the core rules. Hermetic Mages, and Shamans are given as your two default choices. This is in line with previous editions, and I don't find fault here. Descriptions for both are fairly clear, and explain the difference adequately. The rules go on to cover Magical Lodges, and this is where my first complaint arises.

I understand the need to tie a mage to a physical location. I get that. I think the concept of a lodge grew up out of the need for a "spellbook" concept. If you look at a mage in a traditional D20 setting, they are hamstrung by their spellbook. Get rid of a mage's spell book and you've effectively rendered them impotent. However, lodges don't really accomplish that. As most players won't craft foci, or cast ritual spells you only need a lodge for learning new spells. As that's not exactly a common occurrence what's to keep a mage from simply not buying a lodge till one's needed? Buy the materials, sure, but keep them in boxes in storage, when you need them, pull them out, learn a spell, and put them back away. A mage in Shadowrun isn't tied to their lodge, or limited by their lodge in any way. This means that a mage, especially in low threat settings is simply better than the rest of the team.

Let's look at the changes in spellcasting now. I want to start by saying I like that they kept casting multiple spells fairly simple. Take your pool, divide, roll, I like that. They kept the need for touch, or actual line of sight, again, I like that. I allows some very simple tactics to keep a team safe from magical over watch. Smoke is your friend. However, force, is where I start to have problems. It's not so much that I don't like how they determine if drain is physical, or stun, it's that the wording is terribly obtuse. What I *think* they are trying to say is that the hits you get on your spellcasting test determine if drain is physical or stun. Which just doesn't make sense. Sure, it's not a bad rule, but think this through. Magic rating 5, I cast a force 10 spell, and get one hit on my spellcasting test. It's still a force 10 spell, and I only take stun drain. They should have stuck with the force > magic rating = physical drain. I can't think why the would have changed it.

Then, to make things even more confusing they go on to reiterate the drain rules in the Cast Spell section, using slightly different wording. Given that the limit for the spell is the force, why would you ever, for example, light off a force 1 spell? It's very confusingly worded, and desperately needs a few concrete examples. If these rules make sense to you, feel free to comment, as I certainly could use some clarity.

Unfortunately, the rules continue to be clear as mud. We'll skip over Determine Effect, and move onto Resist Drain. They should have left this as "The Drain Value for a spell is given in it's description, and cannot be lower than 2" given that each spell description includes an F, for force, I don't see why they chose to include that it's based on force in the determine drain section. Also, why not print Force, instead of F? I understand ink's not cheap, but it took me a few reads through the chapter to connect F - 6 to Force - 6 (min 2) It's just shoddy. Also, while we're on the subject of Drain, a little reminder sidebar that resisting drain depends on your tradition would have been incredible. Given the high quality of the Matrix, and Combat, sections the Magic section comes off sloppy, and half-baked.

I don't mind the Spell Characteristics section, it's not great, and like the rest of the chapter it's needlessly cluttered, but it's not terrible. Once you tear the section apart, and re-write it with the appropriate tests, and limits in place of the page references it becomes usable, but I shouldn't have to re-write rules to make them make sense, and in this case that's exactly what is required.

Spell categories, are just as cluttered as the rest of the section Instead of a wall of text, a few good examples would have been incredible here. For example:

Combat Spells: Direct: When you cast a direct combat spell it inflicts a number of boxes of damage on the target, equal to your net hits. When casting a direct spell use on of the following tests. For physical spells, those with a Type P, the test is Spellcasting + Magic [Force] v. Body + Counterspelling. (if any) For mental spells, those with a Type M, the test is Spellcasting + Magic [Force] v. Willpower + Counterspelling (if any) Spell damage, once applied, cannot be resisted by any other means.

It's not a huge rewrite, but it follows the format of calling out tests directly like every other chapter does. It eliminates a lot of the waffling, and the parenthesis, for me at least it seems cleaner. Personal opinion maybe, but the whole chapter screams out for a rewrite in my mind. I won't even go over Indirect spells, that section makes my head hurt.

What kills me though, is when we get to the next section for Detection Spells, they go back to the format I used above, the tests are spelled out using the normal form. While it's still opaque, it's better. They have an example, it's a good one, it's game-relevant, and it helps to cover why you'd use a detection spell. Unfortunately it covers Passive detection spells, not active, which in my mind need the example more. Why burn the page space for an example here when the combat spells need one so desperately?

Then we get to Health spells. Good gravy! It's clean, the description makes sense, they explain Essence penalties in a way that works immediately. There's no confusion here. Whomever wrote this description, have them re-write the others. This is the best description section for the spells, and some of the best writing for the chapter to this point. Fortunately this spat of good writing continues through Illusions, a section that in 3rd Edition was murky to the point of being unusable.

The section on Manipulation spells is decently written, but I feel that they should have broken the manipulation spells up into sections based on their sub-type. For example, handle Damaging spells apart from Mental, or Environmental, or Physical. If the spell requires a different mechanic, then you need to handle them separately.

Next, we get to Counterspelling. I like the mechanic, and I like the way it's written. However, I really think they should have talked about counterspelling before the spell list. You need to understand the value of counterspelling before you slog through pages of spells. I have to say, I love that you can designate multiple friendlies, and they each get the full dice pool. In 4th Edition, or maybe it was 3rd, you had to split your pool, and you usually ended up with a die, or two, per friendly, and that never seemed to matter. In 5th Edition counterspelling matters.

I'd like to go over Ritual Spellcasting, but I'm going to borrow a saying used by my U.S. History teacher when covering the Vietnam war: "I didn't support it, and I won't teach it, you can read it yourself." I feel the same way about Ritual Spellcasting. It's a terrible mechanic, it doesn't fit with the rest of the world terribly well, and it's seriously game breaking if you're not prepared for it. Why did the designers think to burn three and a half pages on it? This is perfect material for an advanced sourcebook later, this isn't something you put in the core rules. So, want to know more? Read it yourself.

Next, tacked on seemingly as an afterthought, is the Learning Spells section. This is well written, but feels out of place for me. This belongs in the character improvement section, not tacked on to the end of the Spellcasting section. I like that they call out the benefit of Instruction, and they also call out that you need a lodge, but don't say that it needs to be your lodge. So, again, why pay for a lodge? I can totally see a Rent-A-Lodge concept.

Whew, that was a lot of Spellcasting hate, sorry. What I would have liked to see is a clear set of examples walking the player through casting a spell of each of the types, from start to finish, including tests, and attributes for the mage, and targets. Take out Ritual Spellcasting, and you'd have plenty of page space to do just that. Do that, and re-write the most confusing sections, add in a spell reference table, and I'd be much happier with spellcasting.

I'll touch on Conjuring in my next update!