From: durrant@mentor.cc.purdue.edu (unknown)
Subject: SRII and the magic system
Organization: Purdue University
Date: Fri, 18 Dec 1992 02:53:54 GMT


No, actually I don't feel the magic system and mages are that out of hand in
SRII.  They are definitely beatable, and a bullet will kill a mage just as
dead as a sam.

	Ways to control mages in SRII

1.  Have NPC's follow the standard PC policy of "Geek the mage first!"  
    Shoot at the little wimp instead of the troll for once--the PC's do
    it--why can't the NPC's be just as intelligent?
2.  Don't let your PC mages get ahold of that many foci--they are expensive,
    and sometimes very difficult to find.  Also remember that mages and 
    shamens can only bond foci or fetishes equal to their *natural*
    intelligence--magical enhancements don't count.
3.  The target number to dispell or destroy a spell lock in astral combat is
    ONE--no matter what the force of the spell it's maintaining is.  Have
    the NPC mage dispell that increased attributes spell lock in the middle
    of a combat--it will really frag your day.
4.  Keep mages with area of effect spells in wide open spaces--like streets.
    The damage will be a lot less when all the enemies don't fall into the
    area of effect on that manablast.
5.  If your mages use spirits or elementals or ally spirits--other mages should
    too!  Also, if you mage abuses the spirits he summons, he could get a 
    very bad rep in the spirit world--not healthy.
6.  Assume that any NPC's that are suitably intelligent or are specially trained    to deal with such things--major corps, security forces, NPC shadowrunners,
    Tir Tairngire border guards, major street gangs such as the Ancients, ect.,
    are intelligent to know all of the above tactics and will act accordingly.
7.  Once again--those fetishes and foci are expensive--they can be stolen and
    or destroyed--and wouldn't that be annoying?
8.  Increased reaction that adds dice (in SR) was combined with the one that
    increases the reaction number.  Separating the spells in SRII makes them
    both weaker--it takes two spells to do what one used to do.
9.  Remember that shapechanging spells only allow changing into normal critters
    --not awakened ones.  This comes straight from Tom Dowd at the '92 GenCon.
    (In fact, his response was "Hell no!  Are you kidding?")  No changing into
    Great Western Dragons for your power hungry mage.
10. In most good character concepts, a mage will have to sacrifice some other
    skills for their magic.  For example, my street shaman (of Cat) has a
    conjuring skill from Hades, but takes massive amounts of drain every time
    she casts a spell--when it works (Sorcery of 2).  Make the player come up
    with a good concept and a good reason for playing a mage--they *are*
    supposed to be rare.  This helps role playing too.  The other shaman in
    our party was *bad*--but zap his spell locks and all his physical attributes    dropped to a *one*.  Get shot when you have a body of one--you will die,
    no question.

Mages aren't all that bad--and yes, FASA intended magic to be the nastiest   
force on the planet.  They just have to be played well and controlled.

A good GM always helps!

Christine

PS--magic doesn't do drek against vehicles and other high-tech items--see the
   latest arguement on the net.  Also, you have to be able to *see* something
   to frag it--limit your mage's visibilty.