Posted: Mon Feb 04, 2008 9:35 pm
For many mages tech is ether comaflage or back up.
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ManDrake13 wrote:Unlike most people that play mages, I'm not going to lie to you, Kevin and Crew dropped the ball seriously bad when they moved over the magic for Rifts from the other Palladium games. The mages presented in the first books weakling reprints of material that desperately needed a good going over by someone that knew something about RPG's. No considerations for the environment that they existed in was given, it was just a sloppy cut and paste job. Personally I've always felt it was because they had a serious disdain for mages from other RPG's and decided to make their opinions a reality (ie. Read Siege of Tolkeen, thousands of Mystics in the defense forces and not a single premonition that their entire society was about to be wiped off the planet, not even a single instance of sixth sense, yeah right!). It is regularly showcased in every couple of books by their rehashing the Mystic again with one new power and a different name as if that is suppose to represent some real effort to make magic a part of Rifts. But I digress.
To your point, the ranged combat system in Rifts has been seriously broken since it's inception. It's purposely rigged to provide combat Junkies in the game guaranteed success in pretty much every combat situation. So you could easily hit every target be it 3 feet away or 3 miles with a simple roll of a 5 on your twenty sided dice. Long gone are the days where only 10% of soldiers could hit a target at 300 meters and it taking 50,000 shots to kill a single enemy soldier. Suddenly every goober with a laser rifle is master marksman at the maximum range of the weapon. Hence the rise of the power gamers who after a few short level of bonuses, suddenly never missed any shot they took. And lets not even get me started on how broken the dodging system was in the beginning. Would have helped out a lot if someone would have printed in big bold letters from day one that dodging modern weapons starts you off with a -10 to your dodge roll. It took 3 or 4 books before they realized that misprint. But I digress once again, back to the topic at hand.
Why would a mage ever use magic? It's a tough question I guess. Before Federation of Magic, I was hard pressed to find a single spell that really was effective enough to allow me to forgo technology. The crappy spells from PFRPG were pretty much useless in the modern environment and left a mage little more than a helpless vagabond under most circumstances. After Federation of Magic, that all changed and a mage with a few extra spells could actually live without most technology. Remember the gas masks are just for decoration, not a requirement to be a Ley Line Walker. Personally, my Ley Line Walkers have always worn something like what Samurai use to wear, a demon faced mask. Either way spells like Sustain eliminate the need for a mage to breath completely. So maybe at low level you might depend on a piece of technology by after a certain point the need is gone completely. Same with the vaunted laser pistol, now we have Throwing Stones, a long duration attack spell available to all mages at first level. It does as much damage as a laser pistol and has almost the same range. Electric Arc is another longer duration spell that allows a mage to keep delivering damage to opponents. As for armor, mages can still wear armor, I generally have always worn Fury Beetle or Ironwood armor, but I've been known to wear Resin Armor or Shellback Armor depending on the campaign I was in. Some have been full environmental, some have not. The point is that a mage can easily walk around with just as much MDC protection as any other foot soldier so it's really a non-issue.
The grim picture you paint are common ones among the magic haters crowds as for why mages suck in Rifts. Yes you could make the same sort of situation for every armor wearing moron in the game. You are taking a bath and a sniper starts shooting at you and you don't have you armor and weapons what do you do? Trust me, I've made more than one over confident Glitterboy eat a fusion block for openly doubting a mage's abilities. But I digress once again. My first question is always what makes this mage any worse off than anyone else in this situation? If you are talking about the mages that Kevin cut and pasted from PFRPG's yes they could be in sad shape because you could interrupt them in casting even the most basic spell. But with the revised rules, they can now cast a 1-5th level spell in a single melee action. Not to mention that now nearly twice as much PPE for spell casting available to them. And now a Ley Line Walker gets an extra spell per level as well, and the second spell is picked from a spell list that includes spells from higher levels than the current one. Not to mention their expanded powers on Ley Lines.
So better, longer lasting spells, twice as much initial PPE available to them, wide array of armor choices, more spells, and faster casting times. That pretty much sums up why your wrong about mages today. 10 years ago your weak arguments might have held up, but now they just reflect a lack of knowledge of the rules of the game. The only mages using technology today (outside of TW's of course) are just showing that their GM's are pretty poor to say the least. Most mages might still carry a gun for show, personally I've become rather fond of CFT hand guns because of their versatility. Mind you, nine times out of ten I'm usually handing it off to some unarmed person that I'm trying to save, than using it myself. But never confuse style with substance. The only magi that have to be pragmatic are those that are being forced to be by terrible GM's.
verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
ManDrake13 wrote:Sorry to offend macksting, I've been having this argument since 91, I've gotten pretty mean and ruthless about it at this point.
I used the Army's hit ratios csbioborg, assign the appropriate inner service rivalry commentary as needed.
Nekira Sudacne wrote:verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
So a mage would rather blow PPE using Fly as the Eagle rather than hop on their hoverbike every time?
I don't buy it...
verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
verdilak wrote:Nekira Sudacne wrote:verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
So a mage would rather blow PPE using Fly as the Eagle rather than hop on their hoverbike every time?
I don't buy it...
Not for small stuff like that, no... mages will save their PPE for when they need it, like battle. But if your mage is using a tech weapon in combat rather than spells, he's got to call himself a mage somehow, so he prolly would use Fly instead of using a hoverbike.
Besides, a hoverbike, while it IS transportation, it isnt Flying. A mage who learned Fly wanted to fly. If a player of mine was playing his character that way, he wouldnt be getting the XP for playing in character.
Thats like a Gunslinger never using his guns.
No, they shouldn't.csbioborg wrote:ManDrake13 wrote:Sorry to offend macksting, I've been having this argument since 91, I've gotten pretty mean and ruthless about it at this point.
I used the Army's hit ratios csbioborg, assign the appropriate inner service rivalry commentary as needed.
Even the admitedly ineffective Army infantry is actually much better than that. That 10% figure is for all army personel. That includes techs, cooks, paper clerks, etc. Those guys don't get any weapons training generally after boot camp. The infantry guys for obivous reasons do. Therefore a CS Grunt should be compared to a infantryman in the army. Moreover since in the rifts setting these guys are fighting far more than most troops even in a combat zone on a regular basis they would be better marksman for that reason as well
ManDrake13 wrote:Nekira Sudacne wrote:verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
So a mage would rather blow PPE using Fly as the Eagle rather than hop on their hoverbike every time?
I don't buy it...
Nekira Sudacne, I've debated for days how to answer your question. But it's a tough question to answer, it's like asking me why I prefer red heads to blonds. There isn't wisely thought out rationalization involved, I just have a preference. I use Fly, Fly as an Eagle or Winged Flight because I don't have to worry about keeping up with the Hovercycle. It's just easier, fit's into my travel light mentality in the real world, that gets projected into the game world. It's just something fundamental in my personality. Some people just weren't born to be mages, it's just not in their DNA as players. Technology is a crutch for some mages because they are acted upon by an outside force (ie. a poor GM not giving them the spells that would allow them to develop) or they really don't have the mage mentality. The class is just a bad fit for them as a player. Nothing wrong with that, just realize that it isn't any measure of what it means to be a mage unless magic is what you are focused on doing. Think of it like a religion, where your not suppose to eat pork. Nothing physically keeps you from eating it, it's just something you believe you need to do. Same thing for vegans and so on. It's something greater than yourself that you adhere too even if it's fashionable or easy. I feel like I'm describing the color blue to a blind person, unless you have experienced it there is no point of reference for you to understand what I'm talking about.
ManDrake13 wrote:Nekira Sudacne wrote:verdilak wrote:Remember, Mages dont HATE Tech, they would just rather use their magic before using Tech. I usually play my mages to use their magic until their PPE is out, then go to the Tech Weapons.
So a mage would rather blow PPE using Fly as the Eagle rather than hop on their hoverbike every time?
I don't buy it...
Nekira Sudacne, I've debated for days how to answer your question. But it's a tough question to answer, it's like asking me why I prefer red heads to blonds. There isn't wisely thought out rationalization involved, I just have a preference. I use Fly, Fly as an Eagle or Winged Flight because I don't have to worry about keeping up with the Hovercycle. It's just easier, fit's into my travel light mentality in the real world, that gets projected into the game world. It's just something fundamental in my personality. Some people just weren't born to be mages, it's just not in their DNA as players. Technology is a crutch for some mages because they are acted upon by an outside force (ie. a poor GM not giving them the spells that would allow them to develop) or they really don't have the mage mentality. The class is just a bad fit for them as a player. Nothing wrong with that, just realize that it isn't any measure of what it means to be a mage unless magic is what you are focused on doing. Think of it like a religion, where your not suppose to eat pork. Nothing physically keeps you from eating it, it's just something you believe you need to do. Same thing for vegans and so on. It's something greater than yourself that you adhere too even if it's fashionable or easy. I feel like I'm describing the color blue to a blind person, unless you have experienced it there is no point of reference for you to understand what I'm talking about.
ManDrake13 wrote:As a GM Armorlord, I have been known to deduct experience points from mages that depend on technology over magic because they are playing out of character.
Experience isn't something I'll renege on. If they defeat a major threat or have a clever idea, I can't say they didn't.Killer Cyborg wrote:ManDrake13 wrote:As a GM Armorlord, I have been known to deduct experience points from mages that depend on technology over magic because they are playing out of character.
That's just crappy.
Do you punish Man-At-Arms characters for thinking instead of shooting?
Killer Cyborg wrote:ManDrake13 wrote:As a GM Armorlord, I have been known to deduct experience points from mages that depend on technology over magic because they are playing out of character.
That's just crappy.
Do you punish Man-At-Arms characters for thinking instead of shooting?
Malakai wrote:Killer Cyborg wrote:ManDrake13 wrote:As a GM Armorlord, I have been known to deduct experience points from mages that depend on technology over magic because they are playing out of character.
That's just crappy.
Do you punish Man-At-Arms characters for thinking instead of shooting?
Actually, I think the key word there was "mages that depend on technology"
Magic-users should tend to go with Magic - that's what they've literally spent thier life's work on. While they certainly will consider using technology, it should be somehting of a last resort.
Ex: the group i'm playing with currently has just gotten a hold of a Spider-Skull walker and an APC. We lean heavily to magic and psionics. Whereas most groups (I would think) would be greatful for our good fortune, we are finding it somewhat of an inconvenience in having to travel with these things - Our juscier rides around on a dune-buggy, when not on his motorcycle, the Mind Melter is VERY possessive of her APV, and we have a couple of people riding robotic horses, and I'm on a Mega-Horse. For pretty much any of us, the APC would be a better trade-off, but it just doesn't interest us. It doesn't suit our characters, and thus we will find numerous reasons why we should sell it as oppose to keeping it.
This is not to say we wouldn't use it if the need arises, but for now it's more of a burden than a resource.
Now, for the guy that's Flying everywhere rather than using a hoverbike, I think that might be a bit too excessive - Why not g with a Phantom Mount? or have some type of creature and use the spell Winged Flight on it? I just see using the Fly spell as an all or nothing effect, which can really chew through your P.P.E., and is quite limited in speed
Killer Cyborg wrote:Malakai wrote:Killer Cyborg wrote:ManDrake13 wrote:As a GM Armorlord, I have been known to deduct experience points from mages that depend on technology over magic because they are playing out of character.
That's just crappy.
Do you punish Man-At-Arms characters for thinking instead of shooting?
Actually, I think the key word there was "mages that depend on technology"
Magic-users should tend to go with Magic - that's what they've literally spent thier life's work on. While they certainly will consider using technology, it should be somehting of a last resort.
1. Usually not a great option for a first level mage (or for other low-levels).
2. Take your argument and insert other classes into it instead of mages.
Look how it works out:
"Men-at-Arms should tend to go with violence- that's what they've literally spent their life's work on. While they certainly will consider using non-violence, it should be something of a last resort."
Does that fit?
Sure, for some Men-At-Arms... but most good warriors believe that violence is a last resort, not a first.
"Rogue Scholars should tend to go with research- that's what they've literally spent their life's work on. While they will certainly consider acting without research, it should be something of a last resort."
And so on.
Instead of going down the list one by one, I'll show what happens with that philosophy when a T-Rex attacks:
Roll for initiative!
Quick, what are you doing?
Mage: "I'm going to cast a spell!" - this is where having a good selection of spells really helps
Merc: "I'm going to shoot my gun!"tactics - is this going to be the best option?
Rogue Scholar: "I'm going to pull out a book and look up 'T-Rexes'!"this is plain stupid - they would be able to identify the strengths and weakness of the T-rex, such as remaining still to avoid detection, or some such
City Rat: "I'm going to pick the T-Rex's pockets!"How original, just like some other un-named RPG . . . it would probably be better to use the PROWL skill to avoid being noticed
Vagabond: "I'm going to... drive around in my rusty pickup truck. Maybe cook a meal, or speak spanish. "A diservice to the Vagabond community - again, it depends on thier skill selection
Borg: "I'm going to drop my rifle and use my bionic claws, because they're bionic, and as a Borg, I only use non-bionic weapons as a last resort!"Sure, grab on and hold on, using your BIONIC STRENGTH, so that you can remain out of reach of his massive jaws
Rogue Scientist: "I'm going to look at the T-Rex under a microscope!"god-forbid you actually carry around high-powered tranquilizers, so you can take a look at a large new specimen . . . .
Burster: "I'm going to set the T-Rex on fire!"Actually, I would set myself on fire via Flame Burst (self) first
Mind Mage: "I'm going to use Bio-Manipulation on the T-Rex!"excellent choice
Glitterboy: "I'm going to fire my Boom Gun!"excellent choice
Some of those work, some don't.
Now try another scenario.
This time, the PCs have to try to bargain for safe passage through an enemy kingdom.
Mage: "I'm going to cast a Domination!"Gutsy, but could work
Merc: "I'm going to shoot my gun!"Again, you do a diservice to the Men-at-Arms - think about tactics, not "What can I kill?"
Rogue Scholar: "I'm going to pull out a book and look up the major imports/exports of this kingdom!"removing the book reference, this is actually a good idea - helps to barter for safe passage if you know what they want
City Rat: "I'm going to pick the King's pocket!"See the above comment from the T-Rex problem
Vagabond: "I'm going to... drive around in my rusty pickup truck. Maybe cook a meal, or speak spanish. "Ditto
Borg: "I'm going to attack the king with my bionic claws"Or, i'll offer my services as a BORG, so that I can have safe passage
Rogue Scientist: "I'm going to look at the king under a microscope!"as with the Borg, only solving some scientific problem
Burster: "I'm going to set the king on fire!"see Borg comment
Mind Mage: "I'm going to use Telepathy on the king!"I would start somewhere lower on the totem pole for such things, you don't want to offend, but with the information you can gain by such, it could really helpl in negotiating for safe passage
Glitterboy: "I'm going to fire my Boom Gun at the king!"Yes, because all a GB can do is fire it's Boom Gun . . . . see Borg
Again, some of these work... but most don't make much sense in the context.
Want to try some other scenarios?
-Seducing a barmaid
-Sneaking past guards
-Opening a locked door.
-Travel a long distance cross-country.
If every OCC/RCC is a two-dimensional cutout with an automatic default to use their primary area of expertise for everything, unless as a last resort, then they're not going to get very far.
If, on the other hand, each character's default is to look at the situation and do whatever makes sense, then they're going to accomplish a lot.
Because simple pragmatism is the best way to get things done.
And pragmatism means that you use whatever tool is best for the job, not whatever tool you are most familiar with.
If the job calls for a hammer, don't use a screwdriver, no matter how many years of practice you have with a screwdriver.
If a job calls for technology, use technology.
If a job calls for magic, use magic.
There can be exceptions, of course. There are people in Rifts Earth that are so prejudiced against technology (or magic) that they have a superstitious hatred of it, but among PCs this should be the exception, not the rule.Ex: the group i'm playing with currently has just gotten a hold of a Spider-Skull walker and an APC. We lean heavily to magic and psionics. Whereas most groups (I would think) would be greatful for our good fortune, we are finding it somewhat of an inconvenience in having to travel with these things - Our juscier rides around on a dune-buggy, when not on his motorcycle, the Mind Melter is VERY possessive of her APV, and we have a couple of people riding robotic horses, and I'm on a Mega-Horse. For pretty much any of us, the APC would be a better trade-off, but it just doesn't interest us. It doesn't suit our characters, and thus we will find numerous reasons why we should sell it as oppose to keeping it.
Notice that the Mind Melter is using an APV, not propelling herself around with TK.and that's what i agree withThis is not to say we wouldn't use it if the need arises, but for now it's more of a burden than a resource.
Now, for the guy that's Flying everywhere rather than using a hoverbike, I think that might be a bit too excessive - Why not g with a Phantom Mount? or have some type of creature and use the spell Winged Flight on it? I just see using the Fly spell as an all or nothing effect, which can really chew through your P.P.E., and is quite limited in speed
Most spells chew through PPE pretty well if you rely on magic exclusively (until a last-resort situation arises).
Which is why technology is often more practical.
Phantom Mount and Winged Flight are great... as long as you don't have much gear, and as long as the weather is nice.
But a car, truck, or ATV is better in the long run.
Yes, a mage can get a TW converted vehicle. That way he can pat himself on the back for having a Magic Vehicle instead of a tech vehicle.
But they work the same.
There's absolutely no practical advantage in a TW powered ATV over a nuclear powered one.
And it's kind of silly to assume that people's professions rule their life to that extent.
It'd be like assuming that an electrician is going to prefer an electric car over an internal combustion engine.
Some might, but most are going to go with whatever is most practical
Malakai wrote:Killer Cyborg wrote:"Men-at-Arms should tend to go with violence- that's what they've literally spent their life's work on. While they certainly will consider using non-violence, it should be something of a last resort."
Does that fit?
Sure, for some Men-At-Arms... but most good warriors believe that violence is a last resort, not a first.
that is, of course, treating the Man-at-Arms as a cardboard cut-out.
I personally believe that a man-at-Arms would think things through in a very tactical kind of way - I'm going to get through problem a by tactics (whatever they may be) - have a plan (and a back-up or two), identify objectives and resources, and then assign duties.
"Rogue Scholars should tend to go with research- that's what they've literally spent their life's work on. While they will certainly consider acting without research, it should be something of a last resort."
I think you missed the point of being a Rogue Scholar - it's about overcoming obstacle through your use of knowledge and learning, not about the learning itself. in this case, the research that they've already done, as indicated by thier skills, will help them overcome their problem
And so on.
Instead of going down the list one by one, I'll show what happens with that philosophy when a T-Rex attacks:
Roll for initiative!
Quick, what are you doing?
Mage: "I'm going to cast a spell!" - this is where having a good selection of spells really helps
Merc: "I'm going to shoot my gun!"tactics - is this going to be the best option?
Rogue Scholar: "I'm going to pull out a book and look up 'T-Rexes'!"this is plain stupid - they would be able to identify the strengths and weakness of the T-rex, such as remaining still to avoid detection, or some such
City Rat: "I'm going to pick the T-Rex's pockets!"How original, just like some other un-named RPG . . . it would probably be better to use the PROWL skill to avoid being noticed
Vagabond: "I'm going to... drive around in my rusty pickup truck. Maybe cook a meal, or speak spanish. "A diservice to the Vagabond community - again, it depends on thier skill selection
Borg: "I'm going to drop my rifle and use my bionic claws, because they're bionic, and as a Borg, I only use non-bionic weapons as a last resort!"Sure, grab on and hold on, using your BIONIC STRENGTH, so that you can remain out of reach of his massive jaws
Rogue Scientist: "I'm going to look at the T-Rex under a microscope!"god-forbid you actually carry around high-powered tranquilizers, so you can take a look at a large new specimen . . . .
Burster: "I'm going to set the T-Rex on fire!"Actually, I would set myself on fire via Flame Burst (self) first
Mind Mage: "I'm going to use Bio-Manipulation on the T-Rex!"excellent choice
Glitterboy: "I'm going to fire my Boom Gun!"excellent choice
Some of those work, some don't.
Now try another scenario.
This time, the PCs have to try to bargain for safe passage through an enemy kingdom.
Mage: "I'm going to cast a Domination!"Gutsy, but could work
Merc: "I'm going to shoot my gun!"Again, you do a diservice to the Men-at-Arms - think about tactics, not "What can I kill?"
Rogue Scholar: "I'm going to pull out a book and look up the major imports/exports of this kingdom!"removing the book reference, this is actually a good idea - helps to barter for safe passage if you know what they want
City Rat: "I'm going to pick the King's pocket!"See the above comment from the T-Rex problem
Vagabond: "I'm going to... drive around in my rusty pickup truck. Maybe cook a meal, or speak spanish. "Ditto
Borg: "I'm going to attack the king with my bionic claws"Or, i'll offer my services as a BORG, so that I can have safe passage
Rogue Scientist: "I'm going to look at the king under a microscope!"as with the Borg, only solving some scientific problem
Burster: "I'm going to set the king on fire!"see Borg comment
Mind Mage: "I'm going to use Telepathy on the king!"I would start somewhere lower on the totem pole for such things, you don't want to offend, but with the information you can gain by such, it could really helpl in negotiating for safe passage
Glitterboy: "I'm going to fire my Boom Gun at the king!"Yes, because all a GB can do is fire it's Boom Gun . . . . see Borg
Again, some of these work... but most don't make much sense in the context.
Want to try some other scenarios?
-Seducing a barmaid
-Sneaking past guards
-Opening a locked door.
-Travel a long distance cross-country.
If every OCC/RCC is a two-dimensional cutout with an automatic default to use their primary area of expertise for everything, unless as a last resort, then they're not going to get very far.
YES, if they are 2-dimensional cut-outs
I don't play such characters, nor do I play with those that do.
You can have them THINK and still focus on thier area of expertise, and they WILL go far
If, on the other hand, each character's default is to look at the situation and do whatever makes sense, then they're going to accomplish a lot.
Because simple pragmatism is the best way to get things done.
it should read, "and do wahatever makes sense to thier character"
And pragmatism means that you use whatever tool is best for the job, not whatever tool you are most familiar with.
If the job calls for a hammer, don't use a screwdriver, no matter how many years of practice you have with a screwdriver.
If a job calls for technology, use technology.
If a job calls for magic, use magic.
I think the problem your having is thinking that it is an either/or type of problem - i.e. you MUST use technology to solve Problem A, or you MUST use magic to solve Problem B
It is rarely like that. A better analogy would have been:
"if it calls for a ball-pin hammer, you don't use a mallet", or some such, in which case, you are argument quickly deflates (as well it should)
There can be exceptions, of course. There are people in Rifts Earth that are so prejudiced against technology (or magic) that they have a superstitious hatred of it, but among PCs this should be the exception, not the rule.Most spells chew through PPE pretty well if you rely on magic exclusively (until a last-resort situation arises).
Which is why technology is often more practical.
Phantom Mount and Winged Flight are great... as long as you don't have much gear, and as long as the weather is nice.
But a car, truck, or ATV is better in the long run.
How much gear do you carry around with you? and people have been hauling thier gear around on horses for centuries just fine
and as far as being better in the long run, Why? A Mega-horse has more MDC, can carry more, and repairs itself - the only thing you need is food, which is very plentiful (and you could be really cheesey and use Sustain), meanwhile a vehicle breaks down, needs maintenance, etc.
Yes, a mage can get a TW converted vehicle. That way he can pat himself on the back for having a Magic Vehicle instead of a tech vehicle.
But they work the same.
There's absolutely no practical advantage in a TW powered ATV over a nuclear powered one.
Depends on the enhancements you give it
And it's kind of silly to assume that people's professions rule their life to that extent.
It'd be like assuming that an electrician is going to prefer an electric car over an internal combustion engine.
Some might, but most are going to go with whatever is most practical
Given equal pricing between the two, I would take the electric car, and yes, I am studying Electrical Engineering. I would much rather be able to fix it on my own than have to take it to someone else
Marcethus wrote:There is no wrong way to play a mage.
macksting wrote:ManDrake13 wrote:...and the lunacy of a mage ever using any technology at all.
Technowizards aside, as they're a special case, are there no pragmatic magi out there? Belief in magic isn't hard to come by, although absolute faith in magic might be a little harder to come by. Certainly I'd expect most magi to be rather mystical. However, if magic comes naturally to your species, particularly, I'd expect a mage of your kind to be more pragmatic about the whole thing. From everything I've read, modern weapons in Rifts have more range and often more damage per round than a magic spell, albeit with far less trickery and non-damage benefit.
Might I point out that ley line walkers use gas masks. This seems... pragmatic.
I'll draw up three examples for sanity's sake, and we can argue about them. It's a start, yes? We'll assume the magi presented below are squishy humans or D-Bees of a similar nature. The use of "he" is neuter.
Example 1: A mixed party with one mage, standard Ley Line Walker or similar invoker, low level. No full-party vehicle, lots of shovels.
Example 2: A mixed party with one mage, as above, but mid- or high-level. ATV or APC available.
Example 3: A whole cadre of magi.
We'll assume an ambush for the moment. GMs are cruel, so it happens to the best of us. We'll also assume the first volley was survived without losses due to armor.
In Example 1, it is advisable for the mage to cover his butt fast. This implies spells to me; he knows where his skills are best used. Invisibility isn't a bad thought, as it allows some latitude before he gets to more powerful spells, and if he's wearing any MDC armor at all (say, leather) it'll stack nicely. Even when his self defense is covered, he's better off using something more helpful than a laser or particle beam, since he should have spells such as Carpet of Adhesion or Blinding Flash to mess with opponents. When he's disabled them as far as his limited spell selection allows, though, why use magic when a laser deals more damage? Few firefights should go on that long, but it's Rifts. It happens.
Example 2, the mage stays in the APC for a moment to get those ass-covering spells up, then emerges free of armor or obstruction to rain hellfire on the opponents. Here, magical damage might actually compete at a large expenditure of PPE. If we assume he has other sources of PPE or powerful magical items at his disposal, he may never pull out a modern weapon. However, see note below...
Example 3, same circumstances. After the ass-covering spells are completed, each mage can then turn to a different direction, disabling opponents. That only makes the question happen sooner. Why use magic damage spells when they often have less power than a laser?
Finally, what if the ambushing opponents are striking with modern weapons from maximum range? Assume lasers rather than air strikes, but you get the idea.
I welcome any counterarguments. My familiarity is poor, so this is a fine opportunity to correct any misunderstandings!
Malakai wrote:[Note - avioding massive quote box]
1. the analogy of "Magic-users :: Magic and Men-at-Arms :: Violence" is the problem here. IMO it should be men-at-Arms :: Tactics, which is a more thinking, well-rounded character than a "what do I shoot next?" one
2. The first applies to the second as well, since you carried the MaA :: V here as well. using my analogy, they would both apply equally
3a. I never said "don't be flexible" - magic is a very flexible resource. Infact, the magic-user has probably chosen thier path BECAUSE of that flexibility, which is why, when a problem presents itself, they would look into Magic for a solution (or, more likely, several)
3b. Right, but remeber, Rogue Scholars get dozens of skills, including AT LEAST 4 that are from the Technical Skills (where Lores are) - they are far more likely than others to have the right Lore
5. a good selection of spells is more importan tthan a good weapon, and ijn the end, a good selection of spells will inlcude offensive (i.e. "weapon") spells anyways
6. Merc is going to think about tactics, going with the best option - not just shooting at whatever's in front of him. any soldier knows it's stupid to engage an enemey you are not equipped to defeat or escape from.
7. how about Lore: Cattle & Animals? or Zoology? Xenology (with a penalty)? Anthropolgy and/or archeaology (in reference to cultures who may have dealt with living among such creatures)? the list goes on. Again, a good skill selection is key to a rogue scholar.
8. the "originality" apsect was treating the City rat as a Thief AND ONLY A THIEF. remember they can be many variations, and while I realise that not every City Rat has rowl, a good majority of them do (considernig they must have 3 skills from either Rogue or Physical class, of which Prowl is in BOTH). City rats rely on thier skills - they get a lot of them, in adition to (sometimes) a few cybernetics.
9a. Here, you're wrong - a Vagabonds key characteristic IS their choice of skills
9b. My concern would be "Why is your mage picking up so many WPs?" If you INTEND on having a combat-oriented mage, then it would make sense.
And there are plenty of MAGIC weapons that they could use as well, in addition to any tech weapons they choose to use. But It would make more sense to have predominately TW weapons anyways
10. Depends on how buff your rifle is - In most cases, it's not going to drop a t-Rex with only one (or even a few) shots. Actually, your probably better off running away, using your BIONIC SPEED to outrun the T-Rex.
11. Micro-biology, but NO training in Zoology? Well, even given that, you're likely to know a thing or three about contagious diseases, which may help but the T-Rex out of commission, and using that dart-rifle I mentioned before.
15. Actually, that WAS the point of the exercise - characters using their specialty in overcoming a situation. I chose to treat each character as thinkning sensibly while still working in their area of expertise, were you had them blndly act without consideration of the problem.
17. Any Mercenary-type character that does not know how to negotiate is not going to be very successful. Nor is one who does not know the value of restraint.
18. Well, Appraise Goods would work well here, as well as History: Post-Apocalypse, both of which EVERY Rogue Scholar has. And uyes, if all else fails, do some research (which, I might add, does NOT have to be strictly in the "going to the library" format)
19. Well, YOU never said that they were in front of the King, so he could very well be able to blend in and move through the city without every being known, or once found, use his skills to try and escape.
20. And, as I said last time, the focus of the Vagabond is in his skills, which I might add include BEGGING, BARTERING, and STREETWISE, all of which are applicable to the above scenario
21. Well, if we assume his area is combat, services could mean helping guard the kingdom, trainning some new recruits, performing some mission for the Kingdom, etc - basically anything that a combat-character would be proficient in.
22. So, he doesn't specialize in bartering - he can still help cure an epidemic, clean up the kingdoms utilities, or deal with anything with bacteria, algea, or other micro-organisms. Afterwhich he's granted free passage as payment (or part of payment) for his services
23. Does it make sense to burn the King? NO. Does it make sense to offer one's services in exchange for safe apssage? YES. Again, if you do SENSIBLE THINGS, while sticking to your area of expertise, you will go far.
24. Yes, but your Assuming the King is completely normal - and you know what they say about assumptions . . . .
25. A GB can also offer his services. remeber that most communities will offer discounted or free services to Glitter Boys who aid them. I would see safe passage as easily granted to one. Yes, his focus is his armor, but he need not necessarily bring it to bear against the Kingdom - thier enemies are probably better targets.
26. we agree, but you didn't do so in the examples above, whioch is where we have issues
27. Relying on magic is not 2-Dimensional, it's playing to your strength.
28. "Best and Quickest" is not always the best choice form a RP standpoint
29a. This is where we differ. your job (or at least your OCC) IS your area of expertise. Yes, you can be a LLW specializing in "combat", but that will likely mean that your spell selection will reflect your tendency FOR COMBAT, as would your skill selection.
If you spent your life training to be a LLW, why would youslap on some armor, grab an energy rifle, and try to be a normal soldier? Why not have jsut trained to be a soldier first?
29b. Your limiting it too much on some OCCs, and your aplpying an "only", when it should be "(strongly) prefer". and ask any soldier if the only thing they did, or learned how to do, while in the service was shoot a gun - they will tell you no
30. not really, just because the player knows what would be the best option does not mean their character is going to do that - it may not be appropriate for ther character to do.
31. actually it's not - the scenario you put up there can be dealt with by Magic and a Gun. It may not matter that he's vulnerable to fire if you can't hit him, but Call Lightning always hits. Also, you may be limited in the ammo for your gun - PPE you can get back later, while the next town could be a weeks risde away or more.
But, in your analysis, you never asked "which would be more appropriate for the character?" that, I think, is an important factor too.
32. weather really isn't that much of a factor - so it rains, you should have packed your stuff to not get wet in the first place. And how much "loot" are your regularly carrying around with you?
33. See Warlords of Russia - over 200 MDC, can carry 4 tons and pull 15 - enough for most any loot I would need to bring. so it rains, that's what a raincoat is for.
34. Granted, but still, what do you do if the Nuclear Power plant has trouble? - technology tends to be more failure-prone than TW, if for nothing else than the amount of components involved.
35. see the above post, in regards to likliness of failure
Killer Cyborg wrote:Malakai wrote:[Note - avioding massive quote box]
Okay, but I may not know what you're talking about without the context.
5. a good selection of spells is more important than a good weapon, and in the end, a good selection of spells will include offensive (i.e. "weapon") spells anyways
Yup.
Of course, I don't know which part this is responding to.
I'll take a stab here by pointing out that sometimes weapons are better than spells.
7. how about Lore: Cattle & Animals? or Zoology? Xenology (with a penalty)? Anthropology and/or archaeology (in reference to cultures who may have dealt with living among such creatures)? the list goes on. Again, a good skill selection is key to a rogue scholar.
No idea what this one's about.
9b. My concern would be "Why is your mage picking up so many WPs?" If you INTEND on having a combat-oriented mage, then it would make sense.
Huh?
How many WPs are you talking about?\
18. Well, Appraise Goods would work well here, as well as History: Post-Apocalypse, both of which EVERY Rogue Scholar has. And yes, if all else fails, do some research (which, I might add, does NOT have to be strictly in the "going to the library" format)
Don't remember what this one was about.
26. we agree, but you didn't do so in the examples above, which is where we have issues
Do what now?
28. "Best and Quickest" is not always the best choice form a RP standpoint
YEah... don't know what that one's about either.
30. not really, just because the player knows what would be the best option does not mean their character is going to do that - it may not be appropriate for their character to do.
No idea what you're talking about here either.
35. see the above post, in regards to likeliness of failure
No idea what this one's about either.
Killer Cyborg wrote:1. the analogy of "Magic-users :: Magic and Men-at-Arms :: Violence" is the problem here. IMO it should be men-at-Arms :: Tactics, which is a more thinking, well-rounded character than a "what do I shoot next?" one
2. The first applies to the second as well, since you carried the MaA :: V here as well. using my analogy, they would both apply equally
IMO, it should be Mages :: Imagination and Mental Flexibility.
3a. I never said "don't be flexible" - magic is a very flexible resource. In fact, the magic-user has probably chosen their path BECAUSE of that flexibility, which is why, when a problem presents itself, they would look into Magic for a solution (or, more likely, several)
Ruling out anything BUT magic as anything but a last resort is inflexible.
3b. Right, but remember, Rogue Scholars get dozens of skills, including AT LEAST 4 that are from the Technical Skills (where Lores are) - they are far more likely than others to have the right Lore
Yup.
But "more likely" isn't necessarily "likely."
6. Merc is going to think about tactics, going with the best option - not just shooting at whatever's in front of him. Any soldier knows it's stupid to engage an enemy you are not equipped to defeat or escape from.
A mage is going to keep an open mind to all his options, not just casting spells at whatever's in front of him.
8. the "originality" aspect was treating the City rat as a Thief AND ONLY A THIEF. remember they can be many variations, and while I realize that not every City Rat has prowl, a good majority of them do (considering they must have 3 skills from either Rogue or Physical class, of which Prowl is in BOTH). City rats rely on thier skills - they get a lot of them, in addition to (sometimes) a few cybernetics.
I already admitted that the majority of a City Rat's skill and training would be Streetwise, not prowl or pick pockets.
9a. Here, you're wrong - a Vagabonds key characteristic IS their choice of skills
Let's check the description of the OCC:
"The unskilled character is usually a spirited individual full of life and curiosity. However, they are rarely very educated in any formal sense, nor literate, and seldom seek higher education. They tend to live by the seat of their pants and rely on their wits and natural abilities/attributes."
But hey, what does the Rifts book know?
I mean, it claims that Line Walkers "are often literate, may study areas of science and have no aversion to using high-tech weapons, vehicles, and equipment."
And there are plenty of MAGIC weapons that they could use as well, in addition to any tech weapons they choose to use. But It would make more sense to have predominately TW weapons anyways
That depends on how fast you're going to be blowing through ammo, and what sort of recharging facilities you've got.
10. Depends on how buff your rifle is - In most cases, it's not going to drop a t-Rex with only one (or even a few) shots. Actually, your probably better off running away, using your BIONIC SPEED to outrun the T-Rex.
What, and abandon the rest of the party?
11. Micro-biology, but NO training in Zoology? Well, even given that, you're likely to know a thing or three about contagious diseases, which may help but the T-Rex out of commission, and using that dart-rifle I mentioned before.
Don't remember seeing that in their equipment list.
And what are you doing giving them WPs?
They're supposed to THINK their way out of stuff, what with being 2-D characters who only break outside their forte as a last resort.
15. Actually, that WAS the point of the exercise - characters using their specialty in overcoming a situation. I chose to treat each character as thinking sensibly while still working in their area of expertise, were you had them blindly act without consideration of the problem.
Choosing magic over everything else is "acting blindly" too, so I was just sticking with the theme.
17. Any Mercenary-type character that does not know how to negotiate is not going to be very successful. Nor is one who does not know the value of restraint.
Yeah.
I guess 2-D characters just aren't going to be that successful.
Who knew?
19. Well, YOU never said that they were in front of the King, so he could very well be able to blend in and move through the city without every being known, or once found, use his skills to try and escape.
If they're shooting at the king, odds are they're near him.
20. And, as I said last time, the focus of the Vagabond is in his skills, which I might add include BEGGING, BARTERING, and STREETWISE, all of which are applicable to the above scenario
Actually, now that I've reread the Vagabond entry, they don't like using skills at all. They rely on their attributes.
Handy here if he has a high MA/PB, but otherwise useless.
21. Well, if we assume his area is combat, services could mean helping guard the kingdom, training some new recruits, performing some mission for the Kingdom, etc - basically anything that a combat-character would be proficient in.
Nope.
Just shooting.
Just like mages can have all sorts of skills, including WPs, but they refuse to use them except as a last resort.
22. So, he doesn't specialize in bartering - he can still help cure an epidemic, clean up the kingdoms utilities, or deal with anything with bacteria, algae, or other micro-organisms. After which he's granted free passage as payment (or part of payment) for his services
Hm.
If he's a good talker, that will work.
But he's not a good talker.
He never bothered to talk about anything outside his area of expertise, so he's really boring.
23. Does it make sense to burn the King? NO. Does it make sense to offer one's services in exchange for safe passage? YES. Again, if you do SENSIBLE THINGS, while sticking to your area of expertise, you will go far.
It doesn't make sense to be a 2-D character in the first place.
We're not going with sense here, we're going with the idea that people don't do anything other than their strongest area of expertise except as a last resort.
And a Burster's area of expertise is making fires.
24. Yes, but your Assuming the King is completely normal - and you know what they say about assumptions . . . .
Yeah, it might not work out.
But that's what you get relying exclusively on your powers.
27. Relying on magic is not 2-Dimensional, it's playing to your strength.
Except that casting spells is not always the strongest option.
And, as I said, what a character's strength IS depends on the character, NOT on the OCC.
A Line-Walker can be a thief, a scholar, a mercenary, a soldier, a diplomat, a gigolo, or any number of other things, with magic as a means to the ends of his overall plans.
29a. This is where we differ. your job (or at least your OCC) IS your area of expertise. Yes, you can be a LLW specializing in "combat", but that will likely mean that your spell selection will reflect your tendency FOR COMBAT, as would your skill selection.
Unless you prefer guns and buffing spells.
If you spent your life training to be a LLW, why would you slap on some armor, grab an energy rifle, and try to be a normal soldier? Why not have just trained to be a soldier first?
Who said you'd be a NORMAL solder?
You'd have guns and spells, the best of both worlds.
And why wouldn't you slap on armor?
And why wouldn't you use an energy weapon?
Mages can use them about as well as anybody else.
29b. Your limiting it too much on some OCCs, and your applying an "only", when it should be "(strongly) prefer". and ask any soldier if the only thing they did, or learned how to do, while in the service was shoot a gun - they will tell you no
Look over the list of skills for any mage.
Then try to tell me that all they do, or have learned to do, is to cast spells.
31. actually it's not - the scenario you put up there can be dealt with by Magic and a Gun. It may not matter that he's vulnerable to fire if you can't hit him, but Call Lightning always hits. Also, you may be limited in the ammo for your gun - PPE you can get back later, while the next town could be a weeks ride away or more.
Sometimes that could well be the case.
Other times you could be low on PPE and have a half-dozen spare clips for your gun.
Do whichever is best for the situation, don't rely on one option exclusively.
32. weather really isn't that much of a factor - so it rains, you should have packed your stuff to not get wet in the first place. And how much "loot" are your regularly carrying around with you?
Varies.
But we kill a skelebot, we're hauling it off with us if we can, and selling it for scrap.
We take a bunch of rifles off some bandits, we're taking those too.
33. See Warlords of Russia - over 200 MDC, can carry 4 tons and pull 15 - enough for most any loot I would need to bring. so it rains, that's what a raincoat is for.
That's great... if you're in Russia.
How much does it cost?
34. Granted, but still, what do you do if the Nuclear Power plant has trouble? - technology tends to be more failure-prone than TW, if for nothing else than the amount of components involved.
Nah, I don't really buy that.
Not for MDC vehicles.
Wear and tear is SDC damage.
Malakai wrote: for a mage, there no reason his spells SHOULDN'T be his weapons
This was concerning the Skills that a Rogue Scholar has - any of the above would have helped in a confrontation with a T-Rex
you mentioned "that no matter how many WPs a mage has picked up, he'll still prefer magic, because that's what he spends most of his time doing."
I was wondering WHY your mage picked so many WPs in the first place
Treat them as thinking characters
It may make much more sense for a Shifter to summon forth all manner of demons and undead to fight in a battle, but it may not make sense for THAT CHARACTER to do so. If one sticks to pragmatism as the ultimate way to go, then individuality goes out the window, because being "pragmatic" means going with the "best" solution, without considering if it would be right for the individual to actual do such.
even though a mage may not be able to repair TW equipment, they would be less prone to failure by virtue of their simplistic construction
Killer Cyborg wrote:Malakai wrote: for a mage, there no reason his spells SHOULDN'T be his weapons
Depending on the situation, there are plenty of good reasons.
Depends on what spells you know, what weapons you have, what rules you're playing with, and any number of other factors.
Casting time and lack of firepower are two of the biggest strikes against spells most of the time, followed by long-term ammunition problems (when away from ley lines, at least).
you mentioned "that no matter how many WPs a mage has picked up, he'll still prefer magic, because that's what he spends most of his time doing."
Ah.
As a counter to the notion that mages always prefer magic (spellcasting specifically), except as a last resort.
Sure, maybe the mage is designed to be combat oriented.
Why not?
Different strokes, and all.
I was wondering WHY your mage picked so many WPs in the first place
Presumably because he likes using weapons.
Or because he learned to use them before he became a mage (starting secondary skills).
Or because he likes versatility.
Treat them as thinking characters
As pointed out, they're not thinking characters in this exercise.
They're 2D characters that can only use the most limited area of their expertise, except as a last resort.
It may make much more sense for a Shifter to summon forth all manner of demons and undead to fight in a battle, but it may not make sense for THAT CHARACTER to do so. If one sticks to pragmatism as the ultimate way to go, then individuality goes out the window, because being "pragmatic" means going with the "best" solution, without considering if it would be right for the individual to actual do such.
Not every character is pragmatic, but my main point is that at least some of them would be. Probably most.
Individuality goes out the window when you don't allow mages to use bicycles, because bicycles aren't spells (or magical).
even though a mage may not be able to repair TW equipment, they would be less prone to failure by virtue of their simplistic construction
I disagree.
There isn't any description of how complex or durable TW equipment is versus normal equipment, not that I know of.
Malakai wrote:On to the rest of itKiller Cyborg wrote:IMO, it should be Mages :: Imagination and Mental Flexibility.
I would think ALL characters should be imaginative and mentally flexible
Ruling out anything BUT magic as anything but a last resort is inflexible.
That’s a matter of opinion – Like I said, magic in and of itself is very flexible
A possible analogy would be tools made of one type of material over tools made up of another – they are still tools
3b. Right, but remember, Rogue Scholars get dozens of skills, including AT LEAST 4 that are from the Technical Skills (where Lores are) - they are far more likely than others to have the right Lore
Yup.
But "more likely" isn't necessarily "likely."
So, you’re never guaranteed to have what you need for EVERY eventuality – that goes with any character.
A mage is going to keep an open mind to all his options, not just casting spells at whatever's in front of him.
Yes, but the First consideration SHOULD be magic – it’s what they’re best at
I already admitted that the majority of a City Rat's skill and training would be Streetwise, not prowl or pick pockets.
9a. Here, you're wrong - a Vagabonds key characteristic IS their choice of skills
Let's check the description of the OCC:
"The unskilled character is usually a spirited individual full of life and curiosity. However, they are rarely very educated in any formal sense, nor literate, and seldom seek higher education. They tend to live by the seat of their pants and rely on their wits and natural abilities/attributes."
But hey, what does the Rifts book know?
I mean, it claims that Line Walkers "are often literate, may study areas of science and have no aversion to using high-tech weapons, vehicles, and equipment."
Key words are “formal [education]” and “higher education” – they are more likely to have the “hands-on” type of skills, or those that would not require much “book” knowledge. They are another one of the Skill-Classes
And there are plenty of MAGIC weapons that they could use as well, in addition to any tech weapons they choose to use. But It would make more sense to have predominately TW weapons anyways
That depends on how fast you're going to be blowing through ammo, and what sort of recharging facilities you've got.
If they’re TW, you ARE their recharging facility. If not, then you’ve got another concern
10. Depends on how buff your rifle is - In most cases, it's not going to drop a t-Rex with only one (or even a few) shots. Actually, your probably better off running away, using your BIONIC SPEED to outrun the T-Rex.
What, and abandon the rest of the party?
If you want to go that route, then it make MORE sense for character’s to be specialized. In either case, they should still consider their area of expertise first.
11. Micro-biology, but NO training in Zoology? Well, even given that, you're likely to know a thing or three about contagious diseases, which may help but the T-Rex out of commission, and using that dart-rifle I mentioned before.
Don't remember seeing that in their equipment list.
And what are you doing giving them WPs?
They're supposed to THINK their way out of stuff, what with being 2-D characters who only break outside their forte as a last resort.
Actually, they do have their choice of either WP Energy Pistol or Energy Rifle – don’t think it particularly fits. And it IS a WP that makes sense for the character to have, and it’s one skill choice (and GMs would probably allow the switch from Energy Rifle to Bolt-Action Rifle anyways)
And using their SKILLS, especially SCIENTIFIC ONES would be thinking their way out of a problem.
Choosing magic over everything else is "acting blindly" too, so I was just sticking with the theme.
No, thinking magic FIRST would be a caster playing to their strength. I never said magic-users COULDN’T use anything else, just that MAGIC would be their first choice(s). Same goes for other classes and their areas of expertise
I guess 2-D characters just aren't going to be that successful.
Who knew?
I’m not sure why you keep thinking that characters who play to their strengths and consider how they can overcome a problem using what they’re best at FIRST as 2-D characters
21. Well, if we assume his area is combat, services could mean helping guard the kingdom, training some new recruits, performing some mission for the Kingdom, etc - basically anything that a combat-character would be proficient in.
Nope.
Just shooting.
Just like mages can have all sorts of skills, including WPs, but they refuse to use them except as a last resort.
You make no sense – Why wouldn’t a BORG offer to trade his services for safe passage? It’s still relying on his area of expertise FIRST. Why must offer services be different from actually doing them?
“I can shoot” does not mean I must shoot the person in front of me.
Hm.
If he's a good talker, that will work.
But he's not a good talker.
He never bothered to talk about anything outside his area of expertise, so he's really boring.
Arbitrary limitation. Please re-read the description for the Rogue Scientist – this is no book-worm or laboratory shut-in. It is much more likely that, in the course of his travels, he would have had to make similar arrangements elsewhere.
2It doesn't make sense to be a 2-D character in the first place.
We're not going with sense here, we're going with the idea that people don't do anything other than their strongest area of expertise except as a last resort.
And a Burster's area of expertise is making fires.
Again, just because I can do [X] does not mean I can’t offer to do [X] in service to someone else – it’s still playing to the character’s strength
27. Relying on magic is not 2-Dimensional, it's playing to your strength.
Except that casting spells is not always the strongest option.
And, as I said, what a character's strength IS depends on the character, NOT on the OCC.
A Line-Walker can be a thief, a scholar, a mercenary, a soldier, a diplomat, a gigolo, or any number of other things, with magic as a means to the ends of his overall plans.
Yes, and as a LLW specializing in [blank], he’s much more likely to use MAGIC to help him do [blank]. Why spend money / resources on TECH when he can use MAGIC to achieve the same ends?
29a. This is where we differ. your job (or at least your OCC) IS your area of expertise. Yes, you can be a LLW specializing in "combat", but that will likely mean that your spell selection will reflect your tendency FOR COMBAT, as would your skill selection.
Unless you prefer guns and buffing spells.
Still shows your tendency FOR COMBAT, and again, your relying on MAGIC FIRST – since it’s almost assuredly (even for a pragmatist) that your casting MAGICAL armor OVER your tech suit, and that you would be relying on MAGIC for increased bonuses and such (whereas the TECH way would be to become a Juicer / Borg)
If you spent your life training to be a LLW, why would you slap on some armor, grab an energy rifle, and try to be a normal soldier? Why not have just trained to be a soldier first?
Who said you'd be a NORMAL solder?
You'd have guns and spells, the best of both worlds.
And why wouldn't you slap on armor?
And why wouldn't you use an energy weapon?
Mages can use them about as well as anybody else.
Why wouldn’t you use a MAGICAL energy weapon? (note that many supernaturals are IMMUNE to normal weapons, where they are VERY FEW that are immune to magic)
You can use those BETTER than normal people (which also means fewer people could use them AGAINST you)
Look over the list of skills for any mage.
Then try to tell me that all they do, or have learned to do, is to cast spells.
Fine – the skill list for MOST magic-users does NOT include WPs – what they do include are Lores and “Wilderness-Survival” type skills. Anything other than those are up to the individual character. HOWEVER, notice that EVERY magic-class lists their MYSTICAL abilities first. Also Notice that NONE of the magic users listed in RUE (save the TW) have any skill with technological items as standard skills – they must be selected by the player – this should highlight that they STRONGLY PREFER Magic to technology
One could ask why are you carrying around so many E-Clips
And you can Pre-Load your TW weapons (most of the time)
32. weather really isn't that much of a factor - so it rains, you should have packed your stuff to not get wet in the first place. And how much "loot" are your regularly carrying around with you?
Varies.
But we kill a skelebot, we're hauling it off with us if we can, and selling it for scrap.
We take a bunch of rifles off some bandits, we're taking those too.
33. See Warlords of Russia - over 200 MDC, can carry 4 tons and pull 15 - enough for most any loot I would need to bring. so it rains, that's what a raincoat is for.
That's great... if you're in Russia.
How much does it cost?
One of the benefits of being a Shifter – Summon it.
Though, for others, there’s always the iconic Fury Beatle – actually more heavily armored, though I’m not sure about it’s carrying abilities, though considering it’s size they should be adequate. And the cost will be orders of magnitude less than your vehicle (which, for the Nuclear-powered ATV you mentioned STARTS at half a million)
34. Granted, but still, what do you do if the Nuclear Power plant has trouble? - technology tends to be more failure-prone than TW, if for nothing else than the amount of components involved.
Nah, I don't really buy that.
Not for MDC vehicles.
Wear and tear is SDC damage.
That’s very arbitrary, and goes against common sense – all mechanical devices have wear and tear. Electrical devices too. To say otherwise is to ignore an important factor in the ownership of a technological device, especially those as complicated as military equipment are (such as PA and Robots, as well as vehicles)
Malakai wrote:Killer Cyborg wrote:Malakai wrote: for a mage, there no reason his spells SHOULDN'T be his weapons
Depending on the situation, there are plenty of good reasons.
Depends on what spells you know, what weapons you have, what rules you're playing with, and any number of other factors.
Casting time and lack of firepower are two of the biggest strikes against spells most of the time, followed by long-term ammunition problems (when away from ley lines, at least).
Well, of course it depends on what spells you have. it's often advisable to have at least a couple damage or combat spells
RUE rules - anything under level 6 is a 1-action cast. Firebolt does comparable damage, and has a decently low cost too,
Mental Blast is also an excelent choice, as it bypasses armor and SDC completely (not PA though). The real problem comes from lack of range, but I addressed that above
Sure, maybe the mage is designed to be combat oriented.
Why not?
Different strokes, and all.
That's fine, but why use your limited skill choices on WPs, when you don't need them?
by taking such skills, you predispose your character to using such items.
As pointed out, they're not thinking characters in this exercise.
They're 2D characters that can only use the most limited area of their expertise, except as a last resort.
And as I pointed out, THEY ARE THINKING CHARACTERS
They also tend to go with their area of expertise, which you seem very keen to limit in what such an "expertise" covers
perhaps we should identify what is meant by "area of expertise", or "what they are good at".
Magic-users - using magic
Psychics - using psychic powers
Augmented (a.k.a. Juicers, Crazies, Borgs, and PA / Robot Pilots) - thier particular area of augmentation & Combat
Men-at-Arms - Tactics, Logistics, and Combat
Skill-Classes (including City Rat, Vagabond, Rogue Scholar, Rogue Scientist, etc) - the skills and abilities that come with their particular class
It also appears that it needs to be determined that COMMON SENSE also applies.
Not every character is pragmatic, but my main point is that at least some of them would be. Probably most.
Individuality goes out the window when you don't allow mages to use bicycles, because bicycles aren't spells (or magical).
read the posts again - I was NEVER of the opinion that NO TECHNOLOGY WAS TO EVER BE USED
Just used "As a last resort."but in that same vein, it would make more sense for a caster to use a mount than a piece of technology anyways
Why?
Being pro-magic doesn't exclude using technology.
Why would a mage specifically need to favor a mount over a tech vehicle?There isn't any description of how complex or durable TW equipment is versus normal equipment, not that I know of.
Actually, read through TWs again - they often replace a lot of complex wiring and circuitry with simple wires and gems
Says nothing about durability.
For that matter, says nothing about complexity. Those "simple wires" might well have to be twisted exactly in a certain way, and if they get kinked then things quit working.- hell, take a look at the complexity of a TW Flaming Sowrd and a Vibro-Blade, and you chould immediately see what I mean.
Nope.
Never seen either one diagrammed out.Now look at a Wing Board vs a hoverbike, or a Glittermount vs Robotic Horse - in all of these cases, the Tech item is much more mechanically and electronically complex, and thus more prone to wear and tear, as well as malfunction
See above.And any engineer will tell you that the more complex a system gets, the higher the likelihood is for mechanical or electrical failure, especially in the rugged conditions that dominate in RIFTS.
Killer Cyborg wrote:
I would think ALL characters should use tactics.
But not all OCCs would have that as their area of expertise, just like not all characters would have imagination and mental flexibility as their area of expertise.
Quick quiz:
Which is more flexible:
a) Magic
or
b) Magic + everything else available
And sometimes you want a tool made of steel, sometimes you want one made of plastic.
Better to have both.
Yes, it is.
And it becomes a heck of a lot more true when your character isn't flexible enough to use more than one kind of tool.
Let's look at each half of that.
1. First consideration should be magic.
I disagree. First consideration should be practicality.
Otherwise mages would never walk across a room; they'd fly or teleport.
Mages would never tie their shoes; they'd use TK to do it.
They'd never talk to anybody, they'd use a communication spell.
They wouldn't ever grill a steak; they'd Create Bread & Milk and survive solely on that.
They wouldn't wear armor, they'd just keep recasting AoI or some other protective magic.
They wouldn't use a flashlight; they'd cast a light spell.
And yet they don't behave that way.
Just look over a mage's starting gear.
Moreover, in many schools of real-world and fantasy-world mysticism, it's outright profane or dangerous to even try to use magic for everything.
Magic is a powerful force, only to be used when needed.
Granted, Rifts isn't necessarily like those schools of thought/fantasy, but to say that it can't be, or shouldn't be, is to limit both the character of mages and the flavor of the game world.
There should be some mages that use magic as a first resort.
There should even be some mages that use magic as a last resort.
And there should be everything in-between.
Because variety is the spice of life, not stale rigidity.
2. It's what they're best at.
Not necessarily, it's just their major area of study.
Mages DO get skills, a decent amount of them, and a lot of their skill selections don't revolve around magic.
A first level mage could well be proficient in:
Climbing, Land Navigation, Wilderness Survival, Pilot Hover Craft, Lore: Demons, Math: Basic, Spanish, German, anthropology, Cooking (Professional quality), Intelligence, First Aid, Running, Acrobatics, swimming, Juicer Lore, WP Energy Pistol, WP Energy Rifle, Hunting, and zoology.
He's got 21 skills, and knows 12 spells.
And magic is what he's best at, just because he's a mage?
I don't believe that I agree with that.
But the skill they're best at is going to be Streetwise.
That's their primary skill, and it's the one that's most key to their survival in their home turf.
And since these are 2D characters who only utilize what they're best at, that's what the Rat has to go with.
Key words being:
"rely on their wits and natural abilities/attributes"
They're not a skills class, they're a "Wits, attributes, and natural abilities" class.
Also, compare Vagabond's with Line Walkers.
Vagabonds get 17 skills to start, 31 skills total by level 15.
Line Walker starts with 21 skills, and ends up with 26 skills by level 15.
That extra 5 skills the Vagabond gets makes it a Skills Class, but the Line Walker isn't?
Problem being that if you're spending all your PPE recharging guns, then you have less for spells.
Stormspire weapons make up for this quite a bit, since you can carry extra PPE clips that you've charged ahead of time, if you can afford them.
But TW weapons are still weaker than tech weapons overall (unless you get some really cool TW weapons worth a hell of a lot of credits).
You really think a lone PC's going to take on a T-Rex solo?
So the Borg pops out his Bionic claws.
Nope.
Don't buy it.
Right.
This guy's scientific skills involve a microscope.
So that's exactly what he does.
Your words were:
"as a last resort"
Because it's just stupid to always rely on your strengths, regardless of circumstance.
Professional boxers don't rely on their primary area of expert except when it fits the circumstances.
They don't bob and weave when they're buying groceries.
They don't punch out tax collectors or cops.
They don't wear their boxing gloves when they drive their car.
Pick ANY profession, and I'm betting that outside of work, few people use their primary area of strength very much at all outside of the workplace.
Sure, a professional mechanic might tinker with old cars for fun, but he doesn't whip out a crescent wrench when he's figuring out life insurance forms or paying his water bill.
Because it doesn't freakin' make any sense.
If your area of strength doesn't fit the circumstances, then it's not a strength in that situation.
Trading isn't his area of expertise; killing is.
Yet apparently, "I can cast spells" means "I must cast spells at the person in front of me."
If you get to ignore the description of Line Walkers and other mages, I get to ignore the descriptions of Rogue Scientists.
A Burster's strength is making fire.
Because you can't always use magic to achieve the same ends.
And because sometimes even when you can, it just doesn't make sense to do so.
Are you saying that that mage would be relying on his Armor of Ithan over his gun?
I'd say that he's relying on both equally. The gun for killing, the magic for saving his life.
Cost, for one thing.
How many magic OCCs can you name that start off with magical armor?
Techno-Wizards... who else?
Heck, you could use magical weapons.
If you can afford them, if you want to spend your PPE recharging your guns instead of casting spells, and if you want to compromise your firepower.
But you could also just use a tech weapon.
No, what this highlights is that mages are spellcasters, but that's not all they are. The simple fact that any and every mage CAN choose to take WPs and other tech oriented skills shows that it's not a universal for mages to always prefer magic- that mages are designed to be customizable individuals who can do whatever they want, not just 2-D cutouts that always prefer magic.
For ammo.
Never been in a long combat?
1. Pack animals tend to be SDC creatures who can die easily.
2. Yeah, a horse can carry a dead skelebot.
What about 2? 5?
As easily as a car, truck, or ATV?
I must have missed the "Summon Mega-Horse" spell.
What you mean is: "All mechanical/electrical devices we have using current technology have wear and tear."
Which is meaningless when discussing future technology that's far beyond our capabilities.
Unless wear and tear can do 100 points of SDC damage at once, it can't hurt MDC structures.
Killer Cyborg wrote:Fire bold does comparable damage to a low-end energy weapon.
An L-20 does 6d6 MD, an NG-P7 does 1d4x10, a Wilk's 457 does 1d6x10, etc.
Actually, the lack of range can often be a factor, and it's useless against power armor, bots, and vehicles.
And victims can save for 1/2 damage.
It's a very handy spell sometimes, but not so much at other times.
Because you might very well need them.
No ****.
Why NOT predispose your character to using such items, if that's the character concept you want?
I disagree with that assessment.
As do you, for mages at least.
Magic-users - using magic
Depends on the kind of mage.
Psychics - using psychic powers
Depends on the kind of psychic.
Men-at-Arms - Tactics, Logistics, and Combat
Depends on the Man-At-Arms in question.
Skill-Classes (including City Rat, Vagabond, Rogue Scholar, Rogue Scientist, etc) - the skills and abilities that come with their particular class
All classes rely on the skills and abilities that come with their particular class.
That got thrown out the window when mages had to use magic for everything but a last resort.
Just used "As a last resort."
Why?
Being pro-magic doesn't exclude using technology.
Why would a mage specifically need to favor a mount over a tech vehicle?
Says nothing about durability.
- hell, take a look at the complexity of a TW Flaming Sowrd and a Vibro-Blade, and you chould immediately see what I mean.
Nope.
Never seen either one diagrammed out.
Now look at a Wing Board vs a hoverbike, or a Glittermount vs Robotic Horse - in all of these cases, the Tech item is much more mechanically and electronically complex, and thus more prone to wear and tear, as well as malfunction
See above
And any engineer will tell you that the more complex a system gets, the higher the likelihood is for mechanical or electrical failure, especially in the rugged conditions that dominate in RIFTS.
As a general rule, I agree with that.
macksting wrote:This still boils down to the question, why wouldn't a wizard be pragmatic?
If pragmatism says use magic in a given situation, then use magic. If pragmatism says that gas mask is looking mighty attractive while you're busy fighting gaseous monsters for far too many hours at a time, why not use the mask instead of a spell?
Malakai wrote:Killer Cyborg wrote:
I would think ALL characters should use tactics.
But not all OCCs would have that as their area of expertise, just like not all characters would have imagination and mental flexibility as their area of expertise.
Can all characters use thier imagination? YES
Are all characters specifically trained to deal in tactical warfare? NO
your thinking is flawed
Quick quiz:
Which is more flexible:
a) Magic
or
b) Magic + everything else available
And sometimes you want a tool made of steel, sometimes you want one made of plastic.
Better to have both.
not if you can only have a limited number of tools - you need to decide which ones your going to take, and which ones you need to leave behind
Yes, it is.
And it becomes a heck of a lot more true when your character isn't flexible enough to use more than one kind of tool.
Never said to NOT USE THEM AT ALL, just as a last resort - a.k.a. when you CAN'T get it done through magic.
Let's look at each half of that.
1. First consideration should be magic.
I disagree. First consideration should be practicality.
Otherwise mages would never walk across a room; they'd fly or teleport.
Mages would never tie their shoes; they'd use TK to do it.
They'd never talk to anybody, they'd use a communication spell.
They wouldn't ever grill a steak; they'd Create Bread & Milk and survive solely on that.
They wouldn't wear armor, they'd just keep recasting AoI or some other protective magic.
They wouldn't use a flashlight; they'd cast a light spell.
And yet they don't behave that way.
Just look over a mage's starting gear.
Moreover, in many schools of real-world and fantasy-world mysticism, it's outright profane or dangerous to even try to use magic for everything.
Magic is a powerful force, only to be used when needed.
Granted, Rifts isn't necessarily like those schools of thought/fantasy, but to say that it can't be, or shouldn't be, is to limit both the character of mages and the flavor of the game world.
There should be some mages that use magic as a first resort.
There should even be some mages that use magic as a last resort.
And there should be everything in-between.
Because variety is the spice of life, not stale rigidity.
2. It's what they're best at.
Not necessarily, it's just their major area of study.
Mages DO get skills, a decent amount of them, and a lot of their skill selections don't revolve around magic.
A first level mage could well be proficient in:
Climbing, Land Navigation, Wilderness Survival, Pilot Hover Craft, Lore: Demons, Math: Basic, Spanish, German, anthropology, Cooking (Professional quality), Intelligence, First Aid, Running, Acrobatics, swimming, Juicer Lore, WP Energy Pistol, WP Energy Rifle, Hunting, and zoology.
He's got 21 skills, and knows 12 spells.
And magic is what he's best at, just because he's a mage?
I don't believe that I agree with that.
The you can choose to not agree - but when you consider the amount of time and effort that go into learniging how to even CAST A SPELL, you may come to realise that it took a LOT more training than you think. Consider that, when switching OCC, it takes more effort to switch to a Magic OCC than any other.
But the skill they're best at is going to be Streetwise.
That's their primary skill, and it's the one that's most key to their survival in their home turf.
And since these are 2D characters who only utilize what they're best at, that's what the Rat has to go with.
Key words being:
"rely on their wits and natural abilities/attributes"
They're not a skills class, they're a "Wits, attributes, and natural abilities" class.
Also, compare Vagabond's with Line Walkers.
Vagabonds get 17 skills to start, 31 skills total by level 15.
Line Walker starts with 21 skills, and ends up with 26 skills by level 15.
That extra 5 skills the Vagabond gets makes it a Skills Class, but the Line Walker isn't?
No Magic, No Psionics, No PA or big robot to pilot, no cache of heav combat gear - they survive by thier quick thinking and using their skills to their fullest
Problem being that if you're spending all your PPE recharging guns, then you have less for spells.
Stormspire weapons make up for this quite a bit, since you can carry extra PPE clips that you've charged ahead of time, if you can afford them.
But TW weapons are still weaker than tech weapons overall (unless you get some really cool TW weapons worth a hell of a lot of credits).
Also, don't forget the TK Guns - VERY CHEAP to reload
You really think a lone PC's going to take on a T-Rex solo?
So the Borg pops out his Bionic claws.
And as the T-Rex struggle to get him off of it, the others can do whatever they need to to deal with the situation.
Good Teamwork
Nope.
Don't buy it.
NOW who's being inflexible?
Right.
This guy's scientific skills involve a microscope.
So that's exactly what he does.
And I already showed how he would deal with it, USING HIS MICROSCOPE
Your words were:
"as a last resort"
Yes, as in, if you CAN'T use magic, then turn to tech
And again, common sense
Because it's just stupid to always rely on your strengths, regardless of circumstance.
Professional boxers don't rely on their primary area of expert except when it fits the circumstances.
They don't bob and weave when they're buying groceries.
They don't punch out tax collectors or cops.
They don't wear their boxing gloves when they drive their car.
Pick ANY profession, and I'm betting that outside of work, few people use their primary area of strength very much at all outside of the workplace.
Sure, a professional mechanic might tinker with old cars for fun, but he doesn't whip out a crescent wrench when he's figuring out life insurance forms or paying his water bill.
Because it doesn't freakin' make any sense.
If your area of strength doesn't fit the circumstances, then it's not a strength in that situation.
Look back to the begining of the topic - page 1, post 1
the situations mentioned were ALL COMBAT-RELATED. Not crossing the street, not buying a carton of milk
COMBAT
dragging in obviously frivolous and/or pointless uses of magic does nothing for your arguement
Using your Boxer, why would he even box? kicking does more damage than any punch ever will, so why would a BOXER ever throw a PUNCH in palladium?
BECAUSE IT IS APPROPRIATE FOR THEIR CHARACTER
IT'S THEIR AREA OF EXPERTISE
Trading isn't his area of expertise; killing is.
Yet apparently, "I can cast spells" means "I must cast spells at the person in front of me."
If you get to ignore the description of Line Walkers and other mages, I get to ignore the descriptions of Rogue Scientists.
Since when am I ignoring the description of the LLW and other mages?
A Burster's strength is making fire.
and he can just as easily burn someone else
Because you can't always use magic to achieve the same ends.
And because sometimes even when you can, it just doesn't make sense to do so.
if he CAN'T, then the "last resort"qualifier is up,
now is't it
as to the second part, COMMON SENSE
Are you saying that that mage would be relying on his Armor of Ithan over his gun?
I'd say that he's relying on both equally. The gun for killing, the magic for saving his life.
It doesn't matter how much damage your gun does, what matters is that you are still around to fire it long enough to eleminate the threat.
I can hand you a gun that dishes out 6D6 MDC and armor with 60 MDC
I can use a gun that only does 1D6 MDC and can cast Energy Field (say I have 130 PPE, which is average for a LLW) - I will win, simply because I can keep on renewing my armor, you can't
Cost, for one thing.
How many magic OCCs can you name that start off with magical armor?
Techno-Wizards... who else?
there's always Energy Field, and AoI, both of which you could take at first level
and you can get better armor later
Heck, you could use magical weapons.
If you can afford them, if you want to spend your PPE recharging your guns instead of casting spells, and if you want to compromise your firepower.
But you could also just use a tech weapon.
you can't necessarily recharge a tech weapon whenever you want.
recharge them between fights
they are just as good on the low end - high damage would call for high-level spells, but you will quickly see that they often hit more than one target, and have other benefits besides damage, something that tech weapons lack
No, what this highlights is that mages are spellcasters, but that's not all they are. The simple fact that any and every mage CAN choose to take WPs and other tech oriented skills shows that it's not a universal for mages to always prefer magic- that mages are designed to be customizable individuals who can do whatever they want, not just 2-D cutouts that always prefer magic.
yes, the game designers actually let you CUSTOMIZE your character -
but notice that those are all OPTIONAL, while EVERY magic user has those wilderness survival and MYSTIC-type skills - they were probably thinking that THOSE SKILLS DEFINE THE CLASS, while the other skills DEFINE THE CHARACTER
For ammo.
you are the ammo for TW weapons and spells - no extra luggae needed
Never been in a long combat?
No, not really. funny thing how magic makes things go by much quicker.
Dropped War of the Apocalypse demons in 3 melee rounds - not long enough to burn though that much ammo
1. Pack animals tend to be SDC creatures who can die easily.
2. Yeah, a horse can carry a dead skelebot.
What about 2? 5?
As easily as a car, truck, or ATV?
depends on the animal, there are plenty of the MDC variety, and conveinently enuogh, they often sport SNPS as well. now how large is that cargo area you got on your ATV?I must have missed the "Summon Mega-Horse" spell.
Then I suggest you go back over the Shifter Class, as well as such things as Summon Animal, Summon Greater Familiar, Summon Lesser Being, or hell, maybe even Summon Ally (since it could be a friend of yours)
What you mean is: "All mechanical/electrical devices we have using current technology have wear and tear."
Which is meaningless when discussing future technology that's far beyond our capabilities.
Unless wear and tear can do 100 points of SDC damage at once, it can't hurt MDC structures.
No, what I mean is EVERYTHING mechanical and/or electrial wears down over time.
Especially when invovled in combat and other extreme conditions
Malakai wrote:Killer Cyborg wrote:Fire bold does comparable damage to a low-end energy weapon.
An L-20 does 6d6 MD, an NG-P7 does 1d4x10, a Wilk's 457 does 1d6x10, etc.
Sub-Particle Acceleration: 1D6x10 + (1 or 2 x level), IIRC
Power Bolt: 5D6 + (2 x level), excellent range, and does more damage at high levels than you tech rifles
Call Lightning: 1D6 x level, and ALWAYS hits - will beat out any of your at later levels
Chain Lightning: As Call Lightning, but will hit 1 target per level (no auto-hit though)
Lightning Arc: 4D6 + (2 x level), again beating out your tech weapons at higher levels
Meteor: 1D6x10 to EVERYTHING in a 40 ft RADIUS
Actually, the lack of range can often be a factor, and it's useless against power armor, bots, and vehicles.
And victims can save for 1/2 damage.
It's a very handy spell sometimes, but not so much at other times.
Already adressed the problem of range with better Armor
true, but there are other things to use against such targets
as for the save - they STILL take half damage - if the dodge, they take nothing from your tech weapon
Because you might very well need them.
Why NOT predispose your character to using such items, if that's the character concept you want?
if that's the concept, a mage who relies on TECH just as much as magic, then sure, go ahead.
but it kinda deafets the point of argueing about WHY THEY SHOULD or SHOULDN'T, now doesn't it?
I disagree with that assessment.
Then stop the debate right there - we obviously aren't talking about the same thing
You say that people can't THINK and stay within thier area of expertise, I say they can - that's the debate
As do you, for mages at least.
All magical knowledge of LLW =/ Single Skill of City Rat
Granted, there are magic-users that meld magic with other things, but for the debate, I think we've gone with the standard LLW
Yes, there are some [psychics] that meld psychic abilities with other things as well, so can we agree, for arguments sake, that this is refering to a Mind Melter.
Men-at-Arms - Tactics, Logistics, and Combat
Depends on the Man-At-Arms in question.
Skill-Classes (including City Rat, Vagabond, Rogue Scholar, Rogue Scientist, etc) - the skills and abilities that come with their particular class
All classes rely on the skills and abilities that come with their particular class.
Fine, then define these as classes that do not have Magic, Psychic powers, substantial Physical Enhancement, Military (or equivilant) Training and equipment, or PA / Robots. I think that should cover it, but I might have let something in that belongs elsewhere
That got thrown out the window when mages had to use magic for everything but a last resort.
Being pro-magic doesn't exclude using technology.
Why would a mage specifically need to favor a mount over a tech vehicle?
because he can use those same buffing spells that he casts on himself (especially the armor ones) on a living mount as well. doesn't really work on an ATV, unless it's TW
Says nothing about durability.
few moving or electronic parts = less likely to break down
Never seen either one diagrammed out.
from page 137 of RUE
"Flaming Sword: A simple sword hilt made of wood or metal and no blade. At the top of the hilt is a thin slot where one moight expect a sword blade to be inserted. Inside the handle is a large ruby, mounted on a copper bracket with three wires running down the handle and connected to a second ruby at the base of the handle"
I think that paints a very vivid picture for you, at least better than any tech weapon description. And by this description alone, you know that it has fewer components than a Vibro-Blade, since this is less complex than one of those electric kitchen knives you can pick up at the sword today.
See New West or SoT #1
Malakai wrote:macksting wrote:This still boils down to the question, why wouldn't a wizard be pragmatic?
If pragmatism says use magic in a given situation, then use magic. If pragmatism says that gas mask is looking mighty attractive while you're busy fighting gaseous monsters for far too many hours at a time, why not use the mask instead of a spell?
Depends on what spells you have available. why would I use a gasmask, that can fall off or be damaged, when I can cast sustain that will give me all the air I need for AT LEAST 24 hours? it's 12 PPE - I'll get it back in an hour, or as soon as I get to a leyline.
My problem is that too many times, when people say "be pragmatic", they revert to tech, and doing so takes away a lot of the flavor of the game.
use the laser distancer, the binoculars, the DDVR, the radio.
But really consider whether you would be better off with a mount than a hoverbike or ATV - you'd probably be surpised at the benefits of having a mount.
The situations you gave in the begining were all combat, and in all of them, you figured, why waste PPE when you could shoot a gun and only drain an E-Clip (of which you have several spares). If your thinking in terms of spells as just a different way to shoot things, then it makes sense to go with the guns, but spells can do so much more.
1 mage can take out half a dozen SAMAS with one spell: Summon & Control Animals (Leatherwings in this case). No big rail gun, no streaking missiles flying through the air, no plasma bolts sorching the landscape - Leatherwings.
Killer Cyborg wrote:
No, your argument here is flawed.
Can all characters use their imagination? YES (excepting robots).
Do all characters have the imagination and mental flexibility required to bend reality to their will? NO.
Can all characters use tactics? YES.
Are all characters specifically trained to deal in tactical warfare? NO.
When you balance out the questions, you end up with no point.
If it's not measured in absolutes, then it's measured relative to other things.
Which would make the flexibility of Magic something dependent on what it was being compared to.
Which means that when you're comparing "Magic" to "Magic + Everything Else," that "Magic" is NOT really flexible after all.
Or, if you're reasonable, you take the best of both.
But not when you can get it done either way, but tech is more effective?
Like Fly As Eagle vs. a hover cycle?
If you want to revise your claim to "mages should use common sense," then we'll finally be in agreement.
The fact that something takes a lot of time and effort does not mean that it's what you're best at.
Arguably, it means the opposite.
What if the Cit Rat is a psychic, though?
Does that mean that he suddenly favors psionics over skills?
Or does he favor skills over psionics?
And City Rats have cybernetics.
Don't some City Rats rely on their cybernetics to survive?
Does that mean they favor skills or cybernetics?
And if you have a psychic City Rat with cybernetics, what then?
Which ONE thing does he rely on to survive?
Or is it possible that he relies on any and all of these, using whichever seems best at the time, instead of being a one-trick pony?
Mages get TWO things; skills and magic.
Wouldn't that mean that they get to do two things?
Use skills AND use magic?
Choosing whichever is more appropriate to the situation?
Unless they have psionics.
If they do, does that make them a Psionic class?
Uh, yeah... that doesn't really touch the point, which is that sometimes you're going to be using PPE faster than you regenerate it.
You can use it all loading guns, and find yourself too drained when that big spell is really needed.
TK Carbine takes 15 PPE per 6 shots.
TK Assault Rifle takes 1 PPE per shot, which is nice because you can reload it a bit at a time, but at 3d6 MD max, you're going to need a LOT of shots in a combat-heavy game.
Possibly, depending on how you mean "take on" and how much he wants to drain himself.
Carpet of Adhesions combined with attack spells could kill the thing... eventually, if the mage has enough PPE.
I don't think it'd be a struggle to get the borg off of him.
Nope.
Don't buy it.
NOW who's being inflexible?
Can't say, since I don't know what this part was about.
And I already showed how he would deal with it, USING HIS MICROSCOPE
No, you showed how he would deal with it using his negotiating techniques.
Addressed above.
This leaves you using magic when tech (or anything else) would do a better job.
Are you revising your statement to "A mage should rely on magic in combat, turning to other means only as a last resort?"
I wasn't talking about a Palladium Boxer.
I was talking about a professional boxer in the real world, to point out the silliness of the "people only ever do what they're best at, no matter the circumstances, except as a last resort."
And because it's illegal to kick in a boxing match, so he could end his career.
And because he only gets his KO ability kicking in on a punch.
But mostly because Palladium's combat rules are somewhat lacking in this area. There's little in-game reason to do anything other than Roundhouse kicks in SDC melee combat in Rifts.
But if a mage's area of expertise is magic, he IS disqualified from using other methods?
Weird.
Just that you must cast spells, except as a last resort.
Which means that talking isn't your first resort.
Neither is shooting.
Neither is running away (though you could fly or teleport).
RUE 113
Ley Line Walkers are inquisitive and open to new ideas, people, and philosophies. Many are literate, study areas of science and have no aversion to using high-tech weapons, vehicles, and equipment."
Shifters start with high-tech gadgets and weapons (laser distancers, gas masks, PDD recorders, hand-held computers, SMGs, Etc.
Elemental Fusionists "understand the use for money and often barter to be able to buy man-mage items that they need for their travels (knives, guns and flashlights for example)..."
And, like most other mages, start off with tech equipment.
I think it's safe to assume that they use it.
Mystics avoid human augmentation, "but will use modern tools, energy weapons, and body armor."
Which explains why they start off with modern weapons and gear.
For vehicles, there's an interesting note:
Mystics "tend to prefer a living animal (horse, fury beetle, etc)."
Which goes a bit with your theory, because they aren't that fond of tech vehicles.
But note the utter and complete lack of that statement in other Mage OCCs.
Then note that "Mystics also seem attracted to motorcycles, dune buggies, and ground hover vehicles."
Almost as if they had individual tastes, and weren't blindly biased towards magic.
I think I proposed that.
It's sounding more and more like what you're trying to say is, "Mages always prefer to use magic over technology or other options... except for all the times when they don't prefer to use magic over technology."
A point that pretty much negates itself.
I disagree. There are dozens of scenarios where the gun is the more important factor.
You do know that the Energy Field is solid for the mage too, don't you?
Either way, without that gun (or other offensive capabilities, since we're discussing a mage who is geared towards defensive spells) you're screwed.
And both are nice spells.
But neither is a replacement for actual armor.
Depending on how successful you are in life.
Lots of tech weapons hit more than one target.
If you use the old burst/spray rules, most of them can.
Whether you do or not, missiles and grenades hit more than one target.
Yes, a lot of offensive spells have extra benefits.
And when these benefits are better than cranking out sheer damage those spells are the better option.
But if not, then they're not.
Actually, I think the writers defined the class themselves, then picked skills/abilities that fit with that definition.
Same thing when picking what skills are available for mages to take; they only allowed skills that they thought a mage might reasonably take.
Which means that if they can take a skill, it's reasonable for them to do so.
Also, note that LLWs MUST take at least 2 Science skills.
Kind of indicates an interest in science.
I've already addressed the relative benefits of TW weapons vs. Tech weapons.
You've never been in a long combat, then.
That explains your lack of perspective here.
Fact is, lots of people use magic in combat, and most of them still end up in some pretty long combats.
Apparently relying solely on magic is a reasonable option in your group, for how your GM runs things, but it's NOT in a lot of other people's games.
Which leaves you trying to project ideas that are good in your group onto groups where the ideas aren't so hot.
Dropped War of the Apocalypse demons in 3 melee rounds - not long enough to burn though that much ammo
Not going to touch that one with a 10' pole.
Except to say that it doesn't strengthen your argument.
And which would the Mega-Horse fall into?
And how would a Shifter in North America know about beasts living in Russia?
Then what you mean is incorrect, for the reasons I mentioned.
Combat damage isn't "wear and tear."
Killer Cyborg wrote:
Yup.
In two attacks.
So for every casting of SPA, you could do:
12d6 with an L-20
2d4x10 with an NG-P7
2d6x10 with a Wilk's 457
IF you're not interrupted mid-casting.
Power Bolt: 5D6 + (2 x level), excellent range, and does more damage at high levels than you tech rifles
Again, takes two attacks.
Again, chance of being interrupted.
Again, more damage with tech weapons.
Call Lightning: 1D6 x level, and ALWAYS hits - will beat out any of your at later levels
Yup.
So any mage 6th level or higher is better off with Call Lightning than an L-20, unless the target is more than 300' away.
8th level or higher, and you don't need that NG-P7 (except for the range issue).
And at 10th level, you finally don't need that Wilk's 457 (except for the range issue).
Which means that at 10th level or more, in close range combat, you FINALLY don't need that gun.... except that the spell still takes 2 attacks to cast, so nevermind all that.
Maybe at 20th level...
Chain Lightning: As Call Lightning, but will hit 1 target per level (no auto-hit though)
Can't find "Chain Lightning" in the BoM.
Where is it located?
Lightning Arc: 4D6 + (2 x level), again beating out your tech weapons at higher levels
Actually, this is the closest to matching a tech weapon.
It's got decent damage (though not as good as a high-end rifle, not until you're high level), and the range is as about as good as an energy pistol at medium levels. If you have the time to cast the spell, if the enemy is in close range, it's a very good spell to use.
But if you need the range, or if you don't get that spell off before combat (or before somebody interrupts you), then you're better off drawing that gun.
Also, it's pretty expensive: 30 PPE.
In a heavy combat game, that can drain your reserves pretty quickly.
Meteor: 1D6x10 to EVERYTHING in a 40 ft RADIUS
Yup, that's another good one.
This flat-out beats a mini-missile launcher for most mages.
It doesn't have the range, but it's got the damage, it's beats the radius, and you don't have to lug around a mini-missile launcher (or buy new missiles).
Casting time's a downside, of course, but the biggest problem is the sheer cost of the spell, 75 PPE.
That's 8 hours of meditation you need to make up the loss.
Pretty darned good spell, but there are going to be times when it's better to use technology.
If there's only a few enemies, you could well be better off using that Wilk's 457. By the time you get that spell off, you could have just shot two of them for the same damage, and without spending half your PPE to do it.
If there's only one enemy, you'd be clearly better off with a good gun.
Don't remember that.
true, but there are other things to use against such targets
as for the save - they STILL take half damage - if the dodge, they take nothing from your tech weapon
And now that they've made Aimed Shots take more time, that's a much better argument.
But if they dodge, then they're out an attack (unless they're juicers, in which you're better off simo-attacking so they can't dodge), which is often as good as inflicting damage.
Don't remember what this bit was about, but I'll take a stab and say that you can't.
Nope.
The basic argument here is whether or not mages should ALL rely on magic over tech, or whether it's up to the individual and the circumstances, and to what degree.
People can think and stay within their area of expertise.
But if they only stay within their area of expertise, rejecting other options, then they're not thinking.
All magical knowledge of LLW =/ Single Skill of City Rat
Depends on how you're measuring.
That one skill is "what a city rat is best at," just like magic seems to be for a mage.
The standard LLW, as I've pointed out, has no problems with using technology, and often does use it.
Also, check out RUE 188:
"It is important to point out that unlike the CS who completely reject technology in all its forms, few practitioners of magic dismiss technology out of hand. While it is true that most rely heavily on their magic powers and natural abilities, most human and D-Bee sorcerers also use technology. Energy weapons, vibro-blades, portable computers, recorders, cameras, robot medical systems, language translators, radio communicators, optic systems (binoculors, etc), partial MDC body armor, light vehicles, air filters and goggles are all commonly part of the magic characters' gear and equipment."
"Bionics... and the wearing of environmental body armor... are avoided like the plague, but only because they interfer with spell casting and the use of magic."
Sure, but "The Mind Melters relies almost entirely on his incredible psychic powers, a sharp mind and cunning, more than education, weapons or anything else."
Says so right in the class description.
Any of the mage classes say anything similar?
Crazies "tend to be reactionary, believe themselves to be indestructible, take needless risks, and have a complete disregard for personal safety..."
Juicers "are cold, brutal, killing machines who don't care if they die young." While some Juicers are going to use strategy and tactics, many aren't going to bother.
The few Men-At-Arms OCCs that specify an emphasis on military tactics/strategy are headhunters and CS military OCCs.
Most of the M&M classses (or rather, a many members of these classes) are going to have the same sort of god-complex that the Crazies have; they're not going to plan things out carefully as a first resort.
In short, they use every option they have, they just have fewer options.
A mage has more options, but he should still use every option he has.
No, I just used the same argument you were using.
I only threw out common sense as a result of that argument.
IF you had been using common sense, then I wouldn't have bothered to argue against it.
But you weren't, and all I did was show you that.
So you have to buff up your animal as well as yourself, and use up 2x the PPE.
I can see some mages wanting to do that, instead of having the speed, shelter, possible TW enhancements and other advantages in tech vehicles, but I can't see ALL mages wanting that.
Or even most mages.
Of all the mages in the main book, only Mystics are listed as preferring mounts over vehicles, and they're about as likely to pick a hover cycle.
few moving or electronic parts = less likely to break down
I believe I mentioned that we know nothing about the relative delicateness of TW items.
All it tells me is the visibly obvious ingredients, not the necessity or fragility of the various components.
What do those three wires do? Are they MDC? If not, then they could snap pretty easily.
Does the shape of those wires matter, do they have to be twisted in a certain pattern? Do the rubies have to be set at a precise angle? How are those rubies actually set into the weapon? How's that copper bracket attached?
More descriptive than a lot of tech weapons, but still not much to go on.
But say it was... we still don't have jack about how vibro-weapons are designed, so we can't compare them.
See New West or SoT #1
I'd much, much rather not.
Why don't you just say what you're trying to say?
Killer Cyborg wrote:My problem is that too many times, when people say "be pragmatic", they revert to tech, and doing so takes away a lot of the flavor of the game.
See, that's where I object.
Where the game loses flavor is when people think they have to choose between various options, instead of mixing and matching.
One of the things that made me come over to Rifts was the fact that mages weren't stuck using daggers, darts, and robes in combat; they could actually fight like anybody else.
Just like most fantasy mages.
Read through the Lord of the Rings books, then count up how many times Gandalf uses his sword over casting a spell (granted, it's a magic sword, but in a medieval world that's the equivalent of a magic gun, which is a blending of both magic and tech).
Rifts is a world of endless possibilities, and the only time it loses flavor is when people think that a certain class has to limit itself to only one possibility.
But really consider whether you would be better off with a mount than a hoverbike or ATV - you'd probably be surpised at the benefits of having a mount.
There are advantages in having a mount.
There are advantages in having a vehicle.
Which is why some mages will choose one, and other mages will choose the other.
They can do more.
Which is why a lot of my mages prefer NOT to waste their PPE in simple combat.
It's like the old saying, "Never play an ace when a deuce will do."
IF your GM allows you to summon them with that spell, they'd count as exotic animals, so you get 1 per level.
I don't remember how tough leatherwings are, but you'd probably have to be a pretty high level to take out 6 SAMAS that way.
Good idea either way, though.
Just keep in mind that that one spell takes 125 PPE to cast, so let's hope you didn't blow your PPE on Meteor or a bunch of Call Lightnings or recharging a bunch of PPE-Clips earlier in the day.
macksting wrote:Shazbot. Certainly have me on Sustain. Under what other circumstances other than flight (or other than 75 PPE attack spells; that is a lot, you must admit) is magic clearly superior to tech?
Obviously, by the way, you'd want to renew the Sustain spell before it wears off, lest you expose yourself for that brief period of lapse. It's a worst-case scenario, but when you've got a spell that lasts 24 hours, why cut it close?
Malakai wrote:Killer Cyborg wrote:
Yup.
In two attacks.
So for every casting of SPA, you could do:
12d6 with an L-20
2d4x10 with an NG-P7
2d6x10 with a Wilk's 457
IF you're not interrupted mid-casting.
put it into a Talisman
Or a Scroll
As to the being interrupted:
Spinning blades, which will parry for you
Or, have a minion (such as a golem) parry for you
Power Bolt: 5D6 + (2 x level), excellent range, and does more damage at high levels than you tech rifles
Again, takes two attacks.
Again, chance of being interrupted.
Again, more damage with tech weapons.
Call Lightning: 1D6 x level, and ALWAYS hits - will beat out any of your at later levels
Yup.
So any mage 6th level or higher is better off with Call Lightning than an L-20, unless the target is more than 300' away.
8th level or higher, and you don't need that NG-P7 (except for the range issue).
And at 10th level, you finally don't need that Wilk's 457 (except for the range issue).
Which means that at 10th level or more, in close range combat, you FINALLY don't need that gun.... except that the spell still takes 2 attacks to cast, so nevermind all that.
Maybe at 20th level...
Sure, if you hit EVERY TIME.
But you DON'T
I DO
Can't find "Chain Lightning" in the BoM.
Where is it located?
Library of Bletherad
Lightning Arc: 4D6 + (2 x level), again beating out your tech weapons at higher levels
Actually, this is the closest to matching a tech weapon.
It's got decent damage (though not as good as a high-end rifle, not until you're high level), and the range is as about as good as an energy pistol at medium levels. If you have the time to cast the spell, if the enemy is in close range, it's a very good spell to use.
But if you need the range, or if you don't get that spell off before combat (or before somebody interrupts you), then you're better off drawing that gun.
Also, it's pretty expensive: 30 PPE.
In a heavy combat game, that can drain your reserves pretty quickly.
when you have close to 300, 30 isn't that much
and remember, it stays around for quite a bit
Yup, Meteor's another good one.
This flat-out beats a mini-missile launcher for most mages.
It doesn't have the range, but it's got the damage, it's beats the radius, and you don't have to lug around a mini-missile launcher (or buy new missiles).
Casting time's a downside, of course, but the biggest problem is the sheer cost of the spell, 75 PPE.
That's 8 hours of meditation you need to make up the loss.
Pretty darned good spell, but there are going to be times when it's better to use technology.
If there's only a few enemies, you could well be better off using that Wilk's 457. By the time you get that spell off, you could have just shot two of them for the same damage, and without spending half your PPE to do it.
If there's only one enemy, you'd be clearly better off with a good gun.
yes, PPE costly, but Create Scroll can help A LOT here, as can Time Hole.
I don't advise this for all situations, but there are times when it makes all the difference
Don't remember that.
true, but there are other things to use against such targets
as for the save - they STILL take half damage - if the dodge, they take nothing from your tech weapon
And now that they've made Aimed Shots take more time, that's a much better argument.
But if they dodge, then they're out an attack (unless they're juicers, in which you're better off simo-attacking so they can't dodge), which is often as good as inflicting damage.
depends on who has more attacks
And whether you want a protracted fight or to end things quickly
this was about taking several WPs - you don't need to
The basic argument here is whether or not mages should ALL rely on magic over tech, or whether it's up to the individual and the circumstances, and to what degree.
If you take the skills to use Tech Items, your going to use Tech Items
If you don't, then you won't
People can think and stay within their area of expertise.
But if they only stay within their area of expertise, rejecting other options, then they're not thinking.
how does that stop them from thinking?
Does a Physicist, who seeks to better understand the world through Physics, stop thinking?
Spellcasting =/ to a single skill
again I point to the fact that it takes TWICE as much XP to change to a Magic-casting class than it does to a non-magic-casting class
what do you think that extra study is put towards?
The standard LLW, as I've pointed out, has no problems with using technology, and often does use it.
He can just as well leave it all behind, with little difference in his capabilities.
Also, check out RUE 188:
"It is important to point out that unlike the CS who completely reject technology in all its forms, few practitioners of magic dismiss technology out of hand. While it is true that most rely heavily on their magic powers and natural abilities, most human and D-Bee sorcerers also use technology. Energy weapons, vibro-blades, portable computers, recorders, cameras, robot medical systems, language translators, radio communicators, optic systems (binoculors, etc), partial MDC body armor, light vehicles, air filters and goggles are all commonly part of the magic characters' gear and equipment."
"Bionics... and the wearing of environmental body armor... are avoided like the plague, but only because they interfer with spell casting and the use of magic."
Yes, it's also mention in the BoM section I mentioned in the post above, but I would like to point out the it is true that most rely heavily on their magic powers and natural abilities.
I never said they NEVER use tech
Sure, but "The Mind Melters relies almost entirely on his incredible psychic powers, a sharp mind and cunning, more than education, weapons or anything else."
Says so right in the class description.
Any of the mage classes say anything similar?
See the BoM sections mentioned above
Crazies "tend to be reactionary, believe themselves to be indestructible, take needless risks, and have a complete disregard for personal safety..."
Juicers "are cold, brutal, killing machines who don't care if they die young." While some Juicers are going to use strategy and tactics, many aren't going to bother.
Which is why these would be considered in the "Augmented" group, who's expertise is their particular abilities and combat
In short, they use every option they have, they just have fewer options.
A mage has more options, but he should still use every option he has.
this is an "All horses are the same color" arguement
Prove that playing to your strength is NOT common sense
So you have to buff up your animal as well as yourself, and use up 2x the PPE.
I can see some mages wanting to do that, instead of having the speed, shelter, possible TW enhancements and other advantages in tech vehicles, but I can't see ALL mages wanting that.
Or even most mages.
never said it HAD to be done
you commented on the high cost of TW enhancements before - not needed when you have a mount
Sheltered in a vehicle prevents you from casting spells outside of it, so I don't see that being a good choice.
Speed, especially in certain environments, only makes you MORE of a target - hovercraft kick up a lot of sand in a desert that can be seen very far away, and tire treads are more conspicuous than animal tracks
And, as a Shifter, I can get to my destinations MUCH QUICKER than any vehicle ever could
And if your really want the TW enhancements, put them on the riding harness / saddle
suffice it to say I will grant you that:
By the book descriptions for thier vehicles, Magic-users are likely to use a tech vehicle[/quote
Thank you.All it tells me is the visibly obvious ingredients, not the necessity or fragility of the various components.
What do those three wires do? Are they MDC? If not, then they could snap pretty easily.
obviously you've never worked with wires
they only snap when they are pulled beyond thier limit, and even then, they stretch first (ductility)
I've worked with all kinds of wires. The kind of wire you use in an electric fence is pretty sturdy. The kind of wire used for certain electronic components are not.these wires are inside the handle, and thus are NOT being pulled
No snapping
How do you know they're not being pulled by anything?
The book never says what those wires are for.Does the shape of those wires matter, do they have to be twisted in a certain pattern? Do the rubies have to be set at a precise angle? How are those rubies actually set into the weapon? How's that copper bracket attached?
All of which is still less complicated than what would feasibly go into a Vibro-Sword
Perhaps, but that doesn't mean it's less durable.
And perhaps not.
Unless we know how each weapon works, we can't say one way or the other.A Glittermount and Wingboard are less complicated than a Hoverbike
they have fewer moving parts
they have fewer electronics
By those elements alone, they are less prone to fail
Malakai wrote:Killer Cyborg wrote:Rifts is a world of endless possibilities, and the only time it loses flavor is when people think that a certain class has to limit itself to only one possibility.
and if you want to do such, there are PLENTY of Magic-using classes that do so.
My issue is that, in combat, it seems a lot of people revert to the energy pistol and other tech items - taking the "easy" way out
Yes, often the ranges are much better than spells, but really, how often does combat take place at maximum range?
There are advantages in having a mount.
There are advantages in having a vehicle.
Which is why some mages will choose one, and other mages will choose the other.
But, as you pointed out earlier ,starting magic-users typically don't see that in thier equipment list, when the option at least should be there.
They can do more.
Which is why a lot of my mages prefer NOT to waste their PPE in simple combat.
It's like the old saying, "Never play an ace when a deuce will do."
I have personally never gone through the majority of my PPE in combat.
But then, appearantly I have short combats
ALSO, some things that help mitigate such concerns are:
Create Magic Scroll
Talisman (which I don't have yet)
Energy Sphere (helps with Create Magic Scroll)
Fire Globe - these babies stay around for weeks - and you can generally cast a couple before you bed down for the night and have the PPE back by morning
TW Items
Rune Weapons - obviously not an option for most, which is why they are so valuable in the first place
Yes, the cost is much, but that's the balance - one powerful spell in lieu of a lot of little ones
And, if it's from a Call Staff or Scroll - you never need use your own PPE.
Killer Cyborg wrote:
Yes, the relatively few mages who know that particular 13th level spell can indeed spend 500 PPE to make a 3-shot item.
But it's hardly a practical replacement for a gun.
Scrolls aren't going to save you any time, unless you to around carrying an open scroll in front of you, ready to read it in case of trouble.
And even then, after that, it's back to 2 attacks per casting: one to pull out the scroll, one to read it.
Right.
2 attacks to cast spinning blades.
Hope you don't get interrupted while you're casting the spell that'll hopefully keep you from getting interrupted.
And that whopping +2 to parry isn't a reliable way to stop incoming ranged attacks (though +6 to parry is fairly decent for melee).
(Yes, you can put Spinning Blades into an amulet, IF you happen to know that particular high-level spell. Otherwise...)
Yup, the range is pretty good.
Other stuff still stands.
Close enough.
Let's go with the L-20.
At 6th level (which is when Call Lightning does the same damage) the mage would have a 75% chance to hit, which means he hits 3 times for every 2 Call Lightnings. 50% more damage per melee.
So not something that Rifts mages are really going to know.
Sure, if you have 300 PPE, that's great; you can cast the spell a whopping 10 times, and it "only" takes 3 hours of meditation to recover the casting cost.
But most mages don't, so most mages are better off with a gun.
Yes, Create Scroll is a handy 11th level spell that most mages won't know.
Yes, Meteor is extremely handy in some circumstances.
But a lot of the time, it's not.
Which is my only real point here; there are plenty of times where magic isn't going to be as good as tech.
(Just as there are plenty of times where the reverse is true)
Don't remember that.
I can renew my armor, Tech Can't
thus I can afford to take hits getting to you, because when I'nm in range, I can renew my armor back to full.
No idea what this was in reference to.
1/2 damage isn't going to end the fight quickly either.
this was about taking several WPs - you don't need to
You don't need NOT to either.
Point?
If you take the skills to use Tech Items, your going to use Tech Items
If you don't, then you won't
Right.
Which means it's up to each mage whether he's going to use technology or not, and to what extent.
Which is all I've been saying.
Because any thinking person knows that the world is more than just one thing.
Yup.
Just as soon as he assumes he can use his knowledge of Physics to win a spelling bee, or understand why is girlfriend is upset at him, or anything else where his knowledge simply isn't applicable.
And when his knowledge is applicable, but impractical.
An attempt at game balance.
Changing the ways the character thinks about reality.
a. No, not really.
b. I never said that mages couldn't try to do that.
Just that it would be the exception, not the rule.
You said that they use it "as a last resort."
Which isn't true, as I keep pointing out.
SOME might do things that way, but most don't.
See the BoM sections mentioned above
Yes, mages rely heavily on their powers.
"Heavily" /= "Primarily"
Except that there isn't an "Augmented" category of OCCs, only "Men At Arms", "Adventures & Scholars", "Practitioners of Magic", "Psychics", Racial Character Classes, and "Coalition Soldiers."
Look in the book.
If you want to seperate "augmented" Men At Arms from other types, that's cool; just say so when you make your claim.
Don't just say "Men At Arms" and expect me to know which OCCs you're including and which you aren't.
Magic-users - using magic
Psychics - using psychic powers
Augmented (a.k.a. Juicers, Crazies, Borgs, and PA / Robot Pilots) - thier particular area of augmentation & Combat
Men-at-Arms - Tactics, Logistics, and Combat
Skill-Classes (including City Rat, Vagabond, Rogue Scholar, Rogue Scientist, etc) - the skills and abilities that come with their particular class
I've been saying the same about your argument.
Personally, I think there are all kinds of horses in Rifts.
But if you really think there's a good argument why City Rats (as a rule) should use everything available to them, but mages (as a rule) should NOT use everything available, go ahead and make it.
You're phrasing it wrong.
Try: "Prove that always playing to your strength, even when it's not applicable or practical, is NOT common sense."
And I already have.
Depending on what mount you have, yeah, it would.
SDC animals or light MDC animals are going to need protection in combat or they're dead.
you commented on the high cost of TW enhancements before - not needed when you have a mount
Yeah, it can be cheaper.
Cheaper is not always better.
Which leaves us once again with, "Sometimes tech is better, sometimes not."
Being able to cast spells from horseback doesn't protect you from enemy ambushes or hailstorms or even rain.
You can always lean out a window if you need to cast spells.
And yet, sometimes speed is more important than stealth.
Besides, I'd say that riding a freakin' FURY BEETLE would kick up dust too, not to mention attracting attention in its own right.
Sure, if you have Teleport: Superior, and you have the 600 PPE available, and you want to risk teleporting to the wrong place accidently.
But most don't.
And if your really want the TW enhancements, put them on the riding harness / saddle
Sorry; don't buy that.
suffice it to say I will grant you that:
By the book descriptions for thier vehicles, Magic-users are likely to use a tech vehicle
Thank you.
I've worked with all kinds of wires. The kind of wire you use in an electric fence is pretty sturdy. The kind of wire used for certain electronic components are not.
these wires are inside the handle, and thus are NOT being pulled
No snapping
How do you know they're not being pulled by anything?
The book never says what those wires are for.
All of which is still less complicated than what would feasibly go into a Vibro-Sword
Perhaps, but that doesn't mean it's less durable.
And perhaps not.
Unless we know how each weapon works, we can't say one way or the other.
Never seen a Glittermount, Wingboard, or hoverbike diagrammed out, and I don't know how any of them work, so I can't say one way or the other.
Killer Cyborg wrote:Malakai wrote:Killer Cyborg wrote:Rifts is a world of endless possibilities, and the only time it loses flavor is when people think that a certain class has to limit itself to only one possibility.
and if you want to do such, there are PLENTY of Magic-using classes that do so.
Was the irony there deliberate?
My issue is that, in combat, it seems a lot of people revert to the energy pistol and other tech items - taking the "easy" way out
This is how people behave.
They do what's easiest, or what seems easiest.
It's that way in the real world, so it should be that way in the game world.
Yes, often the ranges are much better than spells, but really, how often does combat take place at maximum range?
Depends on the players, the GM, and the campaign in question.
But, as you pointed out earlier ,starting magic-users typically don't see that in thier equipment list, when the option at least should be there.
Luckily, characters don't always have to stick with their starting equipment for the rest of their lives.
I have personally never gone through the majority of my PPE in combat.
But then, appearantly I have short combats
Or few combats per day, with time to rest inbetween.
Or both.
All of those things can mitigate some concerns for people who have them, and for people who want to deal with the downsides of each (Fire globes are great, but bulky, for example).
For others, a gun's going to be the better option.
And if you have a gun, then you either have a good weapon even when you're out of PPE, or you have a good weapon you can use without depleting your PPE reserve.
And, if it's from a Call Staff or Scroll - you never need use your own PPE.
Sure, IF you have it.
If not, then not, and for most mages it'd be "not."
Rogue Scientist wrote:Here are my thoughts on this:
A) I feel Techno-Wizardry was created, and then expanded, to fill in the gaps for those who want to play mages and keep the magic "flavor", but who also want the convenience and utility of tech. TW gizmos do that in a way that plays to the strengths of mages, imo.
B) I don't know where this idea came from that mages and psychics should face the world of Rifts with just a loincloth covering up their naughty parts and their special powers. Frankly, I find that pretty unrealistic. I don't know about you, but if I were planning on doing any "adventuring" in the world of Rifts, I'd be scared ****-less. I'd be packing on every layer of protection I could get, man, and I wouldn't care whether it was tech-based, magical, or psionic in nature.
C) Magic in Rifts is not weak. Far from it. Those who say otherwise really aren't playing their mages very well.
D) Questions like "Fly as the Eagle vs Hovercycle" are pretty limiting. A guy bothered to go out, buy/aquire a hovercycle, and learn how to use the damned thing. Why can't mages find faster ways of getting around than Fly as the Eagle, with a little prep time? Even discounting TW stuff, who's to say a mage wouldn't simply prefer a supernatural creature, entitity, or minion to transport them around?
Mages often require more planning and creativity than tech-based players, but that's not necessarily a bad thing.
macksting wrote:So, uh, not many other situations where magic is blatantly superior to technology?
Does Sustain protect against skin contact hazards? Some nerve agents work on a skin contact basis, but you'd need much more than a gas mask for those worst-case scenarios anyway.
At risk of violating my topic charter, I feel TWizards were created for more than just a balance of magic and technology. I feel they were created because magitech rocks.
But that's for another topic.
Malakai wrote:Killer Cyborg wrote:
Yes, the relatively few mages who know that particular 13th level spell can indeed spend 500 PPE to make a 3-shot item.
But it's hardly a practical replacement for a gun.
that's for the initial creation - spell cost + 50 to recharge them
again, can be done inbetween combats
- again, with some of these spells, you wouldn't NEED to use them more than a few times in a single combat
Scrolls aren't going to save you any time, unless you to around carrying an open scroll in front of you, ready to read it in case of trouble.
And even then, after that, it's back to 2 attacks per casting: one to pull out the scroll, one to read it.
well, IIRC, you could put more than 1 spell on a single scroll, provided you had the PPE to do it
so, 1 to pull out the scroll, and then 1 per spell
just like 1 to pull out the gun, and one per shot
Right.
2 attacks to cast spinning blades.
Hope you don't get interrupted while you're casting the spell that'll hopefully keep you from getting interrupted.
And that whopping +2 to parry isn't a reliable way to stop incoming ranged attacks (though +6 to parry is fairly decent for melee).
(Yes, you can put Spinning Blades into an amulet, IF you happen to know that particular high-level spell. Otherwise...)
Talisman, scroll, or pre-cast
(yes, not an option in an ambush, but really, are you ambushed all the time?)
And it seems you never address having someone, such as a summoned minion, parry for you?
Let's go with the L-20.
At 6th level (which is when Call Lightning does the same damage) the mage would have a 75% chance to hit, which means he hits 3 times for every 2 Call Lightnings. 50% more damage per melee.
Really? you hit 75% of the time?
Your Coalition Grunt is only +3 to strike
save those with H2H: Basic (who have +2), everyone has AT LEAST that much as a bonus to dodge, often more. - looks like your hitting at BEST, half the time
So not something that Rifts mages are really going to know.
No reason they can’t select it, particularly if they are a Shifter who links with a God of Magic
Sure, if you have 300 PPE, that's great; you can cast the spell a whopping 10 times, and it "only" takes 3 hours of meditation to recover the casting cost.
But most mages don't, so most mages are better off with a gun.
Or a good nights sleep, which will recover that and more
And since your average 1st level LLW has 130 – 140 PPE,, and an average of 10 per level, it would be reasonable to assume someone casting it would have at least 150 – 180 (since they aren’t likely to be knowing or using it at first level), which means they only use 20% or less – pretty decent, all things considered
why do you assume that most mages aren't going to know Create Magic Scroll? Or Talisman? Most BEGINING mages, yes, but even then, you can get those at first level with some classes, such as the Shifter. And part of the power of the LLW is to be able to learn such spells, regardless of thier character level (a trait they share with many casters)
This was in reference to your mentioning about the lack of range
1/2 damage isn't going to end the fight quickly either.
It will end it quicker than dealing no damage
you can use those skill selections for other things – you spells work just as well
Why not be diversified in your skill selection, rather than taking half a dozen WPs that you really don’t need
Which means it's up to each mage whether he's going to use technology or not, and to what extent.
Which is all I've been saying.
It could also be said that you’ve been argueing that they should take WPs and use tech weapons, because that would be the pragmatic thing to do
Which it is not – it’s a choice of style, not of inherant practical value
Because any thinking person knows that the world is more than just one thing.
Doesn’t mean that sticking with their area of expertise is not thinking
Just as soon as he assumes he can use his knowledge of Physics to win a spelling bee, or understand why is girlfriend is upset at him, or anything else where his knowledge simply isn't applicable.
And when his knowledge is applicable, but impractical.
Would it apply? No
So he wouldn’t use his knowledge here
Common sense says your knowledge of nuclear physics does not apply when planting a rose garden
NONE of the REALISTIC situations you have presented are ones where a mages magical knowledge WOULD NOT APPLY.
An attempt at game balance.
Changing the ways the character thinks about reality.
Game Balance? – that’s a very weak argument.
As to the second line, you think changing the way a character thinks of reality is equal to a single skill?
a. No, not really.
Yeah, really – just try it sometime
b. I never said that mages couldn't try to do that.
Just that it would be the exception, not the rule.
Matter of playing style – I can say I would see your view as the exception rather than the rule and back it up just as well
You said that they use it "as a last resort."
Which isn't true, as I keep pointing out.
SOME might do things that way, but most don't.
As they advance, it becomes more true
also, have you looked at those sections in the Book of Magic yet?
I was refering to the sections mentioned in the previous post, especially the ones titled
“Wizards should use magic – duh!”
“Everybody prefers what they are best at”
I did – you weren’t reading carefully – it’s on page 3, the last post of the page
I was reading carefully, back on page 3, but believe it or not I don't memorize the entire run of every online conversation I'm in.It’s an “All horses” argument because City Rats only have ONE of those categories – Skills. So it’s just as correct as saying that City Rats focus on their SKILLS as to say that they rely on ALL OF THEIR ABILITIES.
That same equality falls apart when you have more than one category to choose from.
I don't see how.And have you ever heard the term "Jack-of-all-Trades, Master of none"?
Yup.
What about it?Always playing to your stength in an in-efficient or non-useful manner is not common sense
Glad we can agree on that.I have never advocated such
"As a last resort" advocates it, because it means that you only turn to non-magical ways of doing things IF you can't think of any possible way for magic to work in that situation.
NOT if you can't think of any efficient way for magic to work in that situation.
This is the same thing that Hugh King describes with his Fire Bolt vs. Gun argument, where he admits that using a gun is often better, but insists that mages should cast magic anyway.Depending on what mount you have, yeah, it would.
SDC animals or light MDC animals are going to need protection in combat or they're dead.
And there are quite a few that have MORE MDC than your hovercycle
Such as that iconic Fury Beatle (actually, it has more than your ATV too)
Fury Beetles come with their own problems.you commented on the high cost of TW enhancements before - not needed when you have a mount
Yeah, it can be cheaper.
Cheaper is not always better.
In this case, yes it does, since you get the same effect, without having to buy the upgrades
Except that you don't always get the same effect.
For one thing, you can get TW effects for spells that you don't personally know.Which leaves us once again with, "Sometimes tech is better, sometimes not."
When you want to speed THROUGH an area, yes, tech is better.
But when you want to speed PAST an area, magic is better
Which leaves us once again with, "Sometimes tech is better, sometimes not."You worry too much about rain, and hail storms aren’t going to bother you in a good set of leathers
I disagree.
(Of course, EBA and a MDC mount would negate the effects of either, but EBA is tech)As to the vulnerability of ambushes, consider the following
Your in a prime position to notice an ambush from a mount (nothing drowing out or muffling the noise)
Depends on the mount, the surface, how fast you're travelling, etc.Your mount has it’s own senses, which with a horse include senseing the supernatural – something that your tech can’t do.
Yeah... a mage on horseback isn't a great idea, because of their ability to sense the supernatural.
"The animal's reactions will always be the same; intense nervousness, jumpiness, whimpering, hissing, growling, howling and alertness when the energies are sensed to be in the area. If possible the animals will try to leave the area and will flee if they get the opportunity."When going through wooded areas, a vehicle, especially an ATV, is more likely to cause a disturbance than an animal walking through it, giving your enemies a better chance to notice you and set up that ambush
An ATV is also less likely to be seen as food, less likely to be distracted or scared, etc. etc.and yes, lets limit our mobility by stick it through a small opening in the vehicle.
Why not?And yet, sometimes speed is more important than stealth.
Which leaves us once again with, "Sometimes tech is better, sometimes not."Besides, I'd say that riding a freakin' FURY BEETLE would kick up dust too, not to mention attracting attention in its own right.
If it’s runningg full blast, yeah – but even then, not nearly as much
And people are much more likely to dismiss the movement of some animal in the distance than they are of a hovercraft in the distance – one advertises the presence of someone there, the other doesn’t
Assuming they can tell one cloud of dust from another at a distance, which I don't think is a safe assumption.And if speed is what you looking for, might I suggest Magic Adrenal Rush - +50% and two additional attacks / actions
Yes, it’s a short-lived effect, but really, when you can stop your enemies dead, all you need is a little bit of time
Not as fast as a hoverbike.Sure, if you have Teleport: Superior, and you have the 600 PPE available, and you want to risk teleporting to the wrong place accidently.
But most don't.
Try Dimensional Portal – which only costs 250 for the Shifter to go in the same dimension, and you get it at 1st level
You mean the spell that send you to a random location in the chosen dimension, unless you're going to your sanctuary?
Or Teleport Self – you can get it at level 2, and it costs 120 PPE – 5 miles per level
Can't find "Teleport Self" anywhere.You don’t buy that you can put TW enhancements on something worn?
I don't buy that you can put TW vehicle or armor enhancements on stuff that isn't a vehicle or armor.And still, I think that’s a an issue with the writing – we can debate it on another thread
Send me a PM giving a brief overview of your thoughts.I've worked with all kinds of wires. The kind of wire you use in an electric fence is pretty sturdy. The kind of wire used for certain electronic components are not.
And both will bend before they break – however, as these wires are inside of a rigid body (the handle), and their ends are not being pulled, there’s no way for them to snap
And we have no idea what the effect of them bending is.How do you know they're not being pulled by anything?
The book never says what those wires are for.
I’m going to got out on a limb and say that they are used to channle the PPE between the two rubies, the same way electrical wires channel electricty between two components
I think that’s a fair assumption to make
And going on that, there is nothing pulling on them
Not knowing anything about how techno-wizardry works, I'm not going to make that same assumption.
But maybe you're right, and it's used to channel energy.
Happen to know for a fact that there can't be a mystical short in the system?
No, you don't; because we don't know anything about how it works.Well, we are assuming normal wear and tear, right? Not specific shots to the weapon itself?
Not specific shots to the weapon, but wear & tear includes impacts from being dropped, bumped, etc.In a Vibro-Weapon, you have more moving parts and more electrical parts.
The moving parts are subject to mechanical fatigue
Not if they're MDC.The electrical parts are subject to many things, of which include thermal warping / loosening of chips and degradation of contact points.
For all we know, TW magical parts are also subject to many things.Never seen a Glittermount, Wingboard, or hoverbike diagrammed out, and I don't know how any of them work, so I can't say one way or the other.
Then read the descriptions of them – not that hard to figure out