Fixes to the Rifts magic systems
Posted: Tue Jun 28, 2011 6:08 pm
Ok i heard the complaints about it ,so how would you fix it
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Killer Cyborg wrote:1. Scrap the armor restrictions.
2. There are too many "All or Nothing" spells.
There should be some penalties for targets that successfully make their savings throws, at least in a lot of cases.
For example, Mindshatter is a 11th level spell that costs 130 PPE, AND it takes 3 attacks to cast.
And if the target has a good save bonus (or simply lucks out), nothing at all happens to him.
Either the character is a complete vegetable, or he's completely spiffy.
How about he loses an attack, and maybe suffers some combat penalties if he makes the save?
3. Mages should, as a general rule, need to use both gestures and words in order to cast spells.
There should be a skill that allows mages to cast without gestures (perhaps this skill should kick in automatically at high level).
There should be a skill that allows mages to cast without words.
And there should be an explanation as to why, in each case.
4. The interaction between mages and cybernetics should be explored and explained.
5. Magic should not be able to beat tech at its own game.
A magically-created particle beam should NOT be more powerful than the tech version.
6. There need to be rules for disrupting ANY action that takes more than 2 attacks to complete. There should be a set of specific criteria that are met in order for there to be a threat of disrupting the action, and there should be a way for mages to attempt to keep from being disrupted (even if a specific skill is required to be taken).
keir451 wrote:I disagree with the scrapping the armor restrictions, mainly because it makes it too easy then. I'd allow a mage to take skill proficiency in body armor, etc. but at early stages it imposes certain penalties to their spell casting.
Killer Cyborg wrote:keir451 wrote:I disagree with the scrapping the armor restrictions, mainly because it makes it too easy then. I'd allow a mage to take skill proficiency in body armor, etc. but at early stages it imposes certain penalties to their spell casting.
My main issues are that it doesn't make sense, and it's a big cliche.
If I want to give my mages a hard time, I'll break their legs.
And I'll do it plausibly.
Killer Cyborg wrote:1. Scrap the armor restrictions.
2. There are too many "All or Nothing" spells.
There should be some penalties for targets that successfully make their savings throws, at least in a lot of cases.
For example, Mindshatter is a 11th level spell that costs 130 PPE, AND it takes 3 attacks to cast.
And if the target has a good save bonus (or simply lucks out), nothing at all happens to him.
Either the character is a complete vegetable, or he's completely spiffy.
How about he loses an attack, and maybe suffers some combat penalties if he makes the save?
3. Mages should, as a general rule, need to use both gestures and words in order to cast spells.
There should be a skill that allows mages to cast without gestures (perhaps this skill should kick in automatically at high level).
There should be a skill that allows mages to cast without words.
And there should be an explanation as to why, in each case.
4. The interaction between mages and cybernetics should be explored and explained.
5. Magic should not be able to beat tech at its own game.
A magically-created particle beam should NOT be more powerful than the tech version.
6. There need to be rules for disrupting ANY action that takes more than 2 attacks to complete. There should be a set of specific criteria that are met in order for there to be a threat of disrupting the action, and there should be a way for mages to attempt to keep from being disrupted (even if a specific skill is required to be taken).
Proseksword wrote:snip... and the extreme limitations on magic item creation.
...snip
Agree with 'most everything said here.Killer Cyborg wrote:1. Scrap the armor restrictions.
2. There are too many "All or Nothing" spells.
There should be some penalties for targets that successfully make their savings throws, at least in a lot of cases.
For example, Mindshatter is a 11th level spell that costs 130 PPE, AND it takes 3 attacks to cast.
And if the target has a good save bonus (or simply lucks out), nothing at all happens to him.
Either the character is a complete vegetable, or he's completely spiffy.
How about he loses an attack, and maybe suffers some combat penalties if he makes the save?
3. Mages should, as a general rule, need to use both gestures and words in order to cast spells.
There should be a skill that allows mages to cast without gestures (perhaps this skill should kick in automatically at high level).
There should be a skill that allows mages to cast without words.
And there should be an explanation as to why, in each case.
4. The interaction between mages and cybernetics should be explored and explained.
5. Magic should not be able to beat tech at its own game.
A magically-created particle beam should NOT be more powerful than the tech version.
6. There need to be rules for disrupting ANY action that takes more than 2 attacks to complete. There should be a set of specific criteria that are met in order for there to be a threat of disrupting the action, and there should be a way for mages to attempt to keep from being disrupted (even if a specific skill is required to be taken).
Failgoat wrote:a skill, with level requirement, that reduces the amount of attacks a spell uses by 1. a spell cannot use less than 1 attack.
initially in rpg's it was a tradeoff. magic-user at higher levels was WAY more potent than its sword wielding companion. to offset this, they could only wear cloth armor to balance the game.
i do not see any such disparity between classes in this game. magic of any level does not appear to be any more powerful than technology, and in many ways it is actually inferior.
an armor restriction in a setting in which the power levels of magic-users do not exceed the power level of technology is pointless.
increase base amounts of P.P.E. or redux the P.P.E. costs of spells
having a crapload of high level spells that you cannot cast without external aid is not good.
how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Nightmask wrote:Definitely agree with the need to fix the magic item creation set-up, unlike AD&D where all the powerful items are crafted by mages and just about every PC group has at least one if not several mages to potentially crank out magic items Rifts has high-technology that's certainly an equalizer so mages producing magical items aren't so balanced in their favor they're just evening things out instead. As it is your average mage has to make do with technology in some fashion to really survive and prosper rather than functioning solely on their own power and magic. The only class that really produces magic items regularly requires technology in order to do so (or at least for many things). I'd love a straightforward OCC that crafts pure magic items and without the convoluted requirements of the Alchemist OCC from Palladium Fantasy.
Killer Cyborg wrote:Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
Why's that?how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Rather than a new OCC, how about just some new spells?
fidgewinkle wrote:Athos wrote:Double the amount of PPE all spell casters have. Several people have pointed out correctly, that knowing a high level spell is useless if you cannot cast it due to low PPE.
The intent is that high level magic requires a ritual with sacrifices, at a leyline/nexus or both. Still, there are plenty of ways around the problem already in the game if players plan ahead and make PPE talismans and other spell casting talismans using ritual PPE enhancements. Raising character PPE for just this purpose would ruin the charm of the magic system.
Nightmask wrote:Killer Cyborg wrote:Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
Why's that?how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Rather than a new OCC, how about just some new spells?
Unfortunately Palladium's apparently holding to the idea of preventing mages creating permanent items without permanent costs in PPE (and PE for at least one spell) so any new spells that came out would likely end up with some kind of permanent cost for creating any kind of permanent magical items.
Athos wrote:Of course, you may think it is cute for a mage to have an energy sphere and 47 talismans just so he can cast a couple spells, but I think that is pathetic.
Killer Cyborg wrote:Athos wrote:Of course, you may think it is cute for a mage to have an energy sphere and 47 talismans just so he can cast a couple spells, but I think that is pathetic.
You seriously think you need all that to cast a couple of spells?
Killer Cyborg wrote:Nightmask wrote:Killer Cyborg wrote:Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
Why's that?how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Rather than a new OCC, how about just some new spells?
Unfortunately Palladium's apparently holding to the idea of preventing mages creating permanent items without permanent costs in PPE (and PE for at least one spell) so any new spells that came out would likely end up with some kind of permanent cost for creating any kind of permanent magical items.
Any new OCCs would probably work the same way.
Nightmask wrote:Killer Cyborg wrote:Athos wrote:Of course, you may think it is cute for a mage to have an energy sphere and 47 talismans just so he can cast a couple spells, but I think that is pathetic.
You seriously think you need all that to cast a couple of spells?
I think he means when it comes to the high level spells, you'd have to be really PPE deficient to need that to cast low-level/low-cost spells.
Killer Cyborg wrote:Nightmask wrote:Killer Cyborg wrote:Athos wrote:Of course, you may think it is cute for a mage to have an energy sphere and 47 talismans just so he can cast a couple spells, but I think that is pathetic.
You seriously think you need all that to cast a couple of spells?
I think he means when it comes to the high level spells, you'd have to be really PPE deficient to need that to cast low-level/low-cost spells.
Sure, but it would help if he'd specify which spells in particular he's talking about- what high-level spells in particular he thinks that mages should be able to snap off at a moment's notice using their own PPE.
Killer Cyborg wrote:Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
Why's that?
Athos wrote:
How about you are a LLW in combat with a glitterboy who is steadily blowing you to shreds, so you whip out an annihilate spell, 600 PPE, thinking you are going to put some whoop butt on the GB. He dodges of course, so you cast it again, and again. Oh, wait, you only have 219 PPE, guess that scenario never happened then, so why even have a combat spell with that much PPE?
You seriously have never played a mage have you? I guess with a name like cyborg, that makes sense...
Mages are truly underpowered compared to tech opponents in a straight up battle. Sure, if they sneak in and kill the sleeping SDC pilot at night they win, but in the real world, they lose against tech. They just don't have the PPE or the damage doing spells they need to stay on the battlefield against a high tech opponent.
Killer Cyborg wrote:how about an enchanter O.C.C? yes, we have techno-wizard, and spells any mage can learn and use to enchant items, but an actual class that specializes in enchanting items. and please no "permanently loses 10 P.P.E. in the enchanting process" or lvl 15 or spells of legend required to do the enchanting yadda yadda yadda...
for a world running rampant out of control with magic, rifts earth in terms of game material, governments, world books etc, is so dominated by tech sometimes i want to puke. (really? another world book with the back 100 or so pages full of tech weapons and vehicles? /gag)
Rather than a new OCC, how about just some new spells?
fidgewinkle wrote:Carpet of adhesion, get behind him, glitterboy is done, though it might take a while to finish the deed depending upon what is done next.
By the way, any mage who doesn't avail themself of basic technology to fill in for their weaknesses deserves to die. Played right, mages are plenty powerful. They just can't be played with an "I'm going to out blast him" mentality. My two most played characters in RIFTS are a LLW and a Psi-Nullifier, so I don't just want to laugh at the weakling mages. If you don't suck, they are very powerful.
Silver Fox wrote:I know explanations are given of Mages refusing to write down spells, so you won't have any spell books or scrolls laying around, but surely there must be someone, somewhere on Rifts Earth who's decided to write stuff down? I was prepared to see a high level of illiteracy in Rifts, but numerous characters will get a literacy to start off with and its easy to pick up later on too if you didn't. Surely there's some sort of Scholarly Mage hiding out somewhere who after seeing TW items has decided to try making more "conventional" magic items like rings... wands, scrolls and so on.
But yeah.... as has been mentioned before Tech is one tool... Magic is another tool. Which and how you use them depends greatly on who's thinking in terms of what they can do. But after the Siege on Tolkeen, I can see cabals of Mages somewhere going alright, we need ways of evening out the field against Tech and they might just might look to start making the items... having something like that Enchanter or an "Artificer" to craft an item. Yes other places like England, Atlantis, Biomancers have ways of making weapons... but perhaps someone looks at TW and maybe has read an old Pre-Rifts Fantasy novel and goes hmmm.... should we make a magic pair of boots or rings for this?
Athos wrote:Killer Cyborg wrote:Nightmask wrote:Killer Cyborg wrote:Athos wrote:Of course, you may think it is cute for a mage to have an energy sphere and 47 talismans just so he can cast a couple spells, but I think that is pathetic.
You seriously think you need all that to cast a couple of spells?
I think he means when it comes to the high level spells, you'd have to be really PPE deficient to need that to cast low-level/low-cost spells.
Sure, but it would help if he'd specify which spells in particular he's talking about- what high-level spells in particular he thinks that mages should be able to snap off at a moment's notice using their own PPE.
How about you are a LLW in combat with a glitterboy who is steadily blowing you to shreds, so you whip out an annihilate spell, 600 PPE, thinking you are going to put some whoop butt on the GB.
He dodges of course, so you cast it again, and again. Oh, wait, you only have 219 PPE, guess that scenario never happened then, so why even have a combat spell with that much PPE?
You seriously have never played a mage have you? I guess with a name like cyborg, that makes sense...
Mages are truly underpowered compared to tech opponents in a straight up battle.
Failgoat wrote:Killer Cyborg wrote:Failgoat wrote:having a crapload of high level spells that you cannot cast without external aid is not good.
Why's that?
this...Athos wrote:
How about you are a LLW in combat with a glitterboy who is steadily blowing you to shreds, so you whip out an annihilate spell, 600 PPE, thinking you are going to put some whoop butt on the GB. He dodges of course, so you cast it again, and again. Oh, wait, you only have 219 PPE, guess that scenario never happened then, so why even have a combat spell with that much PPE?
You seriously have never played a mage have you? I guess with a name like cyborg, that makes sense...
Mages are truly underpowered compared to tech opponents in a straight up battle. Sure, if they sneak in and kill the sleeping SDC pilot at night they win, but in the real world, they lose against tech. They just don't have the PPE or the damage doing spells they need to stay on the battlefield against a high tech opponent.
one of the biggest, if not the single biggest, complaint from people i play palladium with is the lack of magic items.
Killer Cyborg wrote:
So it's not good because your lone mage cannot single-handedly, and EASILY, take out perhaps the most fearsome war machine known to man?
Athos wrote:Killer Cyborg wrote:
So it's not good because your lone mage cannot single-handedly, and EASILY, take out perhaps the most fearsome war machine known to man?
Look at you back pedal... Either the LLW or the Shifter is the apex of spellcasting OCCs, depending on your preference, mine is for the LLW. If tech and magic are really that equal, you would think a high level LLW, the best magic class, could easily best a low level glitterboy, one of, if not the best tech warrior class. Best of magic vs. best of tech...
So now I am being unrealistic since you don't think the high level mage can take out the low level gb? Well of course he can't, tech is far superior in Rifts, that is my point.
It's the system that has the problem, not me. Even if you compare a low level juicer to a high level mage, the juicer is dishing out 1d6x10+10 MD per shot and the mage with his trusty firebolt spell, and decent PPE, may, MAY be able to dish out 4 eclips worth of attacks with his PPE, but instead of it beign 1d6x10+10 MD, it is all of 4d6 MD.
Spells are too weak and the PPE cost too high for what a mage has... if mages are going to be able to compete with tech, the magic system needs to be overhauled.
Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
Failgoat wrote:anyone agree that LLW is the "premier" spell caster of Rifts?
anyone agree that GB is the "premier" PA suit of Rifts?
so the GB unleashes hell with all his glam awesomeness, but the LLW has to resort to a combination of low level spells that cleverly defeat his opponent and hope the GB pilot doesnt vaporize him before then? all because his arsenal of high level spells are uncastable or at best, casts one and is depleted of P.P.E.?
i like a lot of what your saying, i prefer thinking players as oppose to "i stand there and attack until he's dead" players, but we're talking a complete unbalance. maybe im way off in left field, but imo the flagship spell caster and flagship PA suit should be relatively balanced. im afraid to hear how wrong you all think i am.
Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Athos wrote:Killer Cyborg wrote:
So it's not good because your lone mage cannot single-handedly, and EASILY, take out perhaps the most fearsome war machine known to man?
Look at you back pedal... Either the LLW or the Shifter is the apex of spellcasting OCCs, depending on your preference, mine is for the LLW. If tech and magic are really that equal, you would think a high level LLW, the best magic class, could easily best a low level glitterboy, one of, if not the best tech warrior class. Best of magic vs. best of tech...
So now I am being unrealistic since you don't think the high level mage can take out the low level gb? Well of course he can't, tech is far superior in Rifts, that is my point.
It's the system that has the problem, not me.
Even if you compare a low level juicer to a high level mage, the juicer is dishing out 1d6x10+10 MD per shot and the mage with his trusty firebolt spell, and decent PPE, may, MAY be able to dish out 4 eclips worth of attacks with his PPE, but instead of it beign 1d6x10+10 MD, it is all of 4d6 MD.
Spells are too weak and the PPE cost too high for what a mage has... if mages are going to be able to compete with tech, the magic system needs to be overhauled.
Nightmask wrote:Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Does seem contrary to the setting that technology is supreme and everywhere rather than magic, with one of the top 5 magical nexus loci in the megaverse under discussion. Magical items should be as common as the technology, at least for enchanted survival items like armor and weapons. If nothing else you'd expect mages to forge these kinds of items as their main focus point, trying to emulate if nothing else power armor and energy weapons and railguns.
Damian Magecraft wrote:Nightmask wrote:Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Does seem contrary to the setting that technology is supreme and everywhere rather than magic, with one of the top 5 magical nexus loci in the megaverse under discussion. Magical items should be as common as the technology, at least for enchanted survival items like armor and weapons. If nothing else you'd expect mages to forge these kinds of items as their main focus point, trying to emulate if nothing else power armor and energy weapons and railguns.
ahem...
TW PAs: Arzno...
Tw weapons: pick a book
That said however...
Less TW crap and Runes
and more "normal" magic items.
Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Killer Cyborg wrote:Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Why does a world having a lot of ambient magical energy mean to you that magic items would be commonplace?
MAGES aren't commonplace in Rifts.
Why would items they make be?
Killer Cyborg wrote:Failgoat wrote:Killer Cyborg wrote:I was referring to new spells for creating magical items.
Enchant Weapon: Minor is a pretty good spell, and the fact that it's "minor" indicates that there's probably a "major" version of it somewhere in the Megaverse.
That could be written up.
For example.
But I wouldn't want to see to many of them, nor see Rifts Earth filled with magic items.
Once it becomes commonplace, it's no longer really "magical"- it's mundane.
im down with new spells for creating them. i disagree wholeheartedly with not wanting to see too many of them. how strong is magic in this world? ohhhhh yaaaaaaaa.....the strongest anywhere....in teh megaverse.....but no we shouldnt or wouldnt be flooded with magic items
I lolay'd until i pissed my pants
Why does a world having a lot of ambient magical energy mean to you that magic items would be commonplace?
MAGES aren't commonplace in Rifts.
Why would items they make be?
Weather he has or not I have. (note the name and titles bub)Athos wrote:You seriously have never played a mage have you? I guess with a name like cyborg, that makes sense...
Mages are truly underpowered compared to tech opponents in a straight up battle. Sure, if they sneak in and kill the sleeping SDC pilot at night they win, but in the real world, they lose against tech. They just don't have the PPE or the damage doing spells they need to stay on the battlefield against a high tech opponent.
Failgoat wrote:dude i dont understand how having high levels of ambient magic would mean anything OTHER than magic items being commonplace.
entire cities of magic-using philosophers and new schools opening to teach magic and blah blah blah.
maybe an original selling point of rifts earth was that mages arent commonplace, but they are.
Nightmask wrote:Killer Cyborg wrote:Why does a world having a lot of ambient magical energy mean to you that magic items would be commonplace?
MAGES aren't commonplace in Rifts.
Why would items they make be?
For much the same reason that the number of weapons manufacturers aren't that common yet you can see their products all over the place.
The numbers of mages might be relatively low but not so low we shouldn't see any magical items floating around and indeed should see them at least as much as we see TW-items if not moreso since non-TW mages outnumber the TW-mages.
Failgoat wrote:@damien
not having enough P.P.E. and a tard going toe to toe with something that can one shot it, to me, is not directly related. tactics are great. thinking is great.
having a huge amount of non-ritual invocations that i cannot cast by my onesies sucks.
Killer Cyborg wrote:Failgoat wrote:dude i dont understand how having high levels of ambient magic would mean anything OTHER than magic items being commonplace.
Weird.entire cities of magic-using philosophers and new schools opening to teach magic and blah blah blah.
You can have magic-using philosophers and new schools opening to teach magic without magic items being common.maybe an original selling point of rifts earth was that mages arent commonplace, but they are.
Source?