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[SR5] Control Thoughts spell = I win?

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Ryo

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« Reply #15 on: <09-14-13/0553:39> »
Quote
Mental: Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero. A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.

The target resists your spell with Logic + Willpower, and your net hits determine how many turns you are able to sustain the spell. After that, they go free, and if you're casting at Force 6, they instantly know you mind zapped them, as does everyone nearby. Unless you're planning to murder every single person you use this spell on, and any witnesses, and erase any security feeds, and take steps to erase your astral signatures, you're going to bring the heat down on yourself in a big way.

As for using it in combat, you spend a complex action to cast the spell, then wait for your next pass before you can order them around. If you only get 1 net hit, at best you made them waste a pass. However, there actually is no indication that Control Thoughts or Control Actions prevent the victim from performing actions, they just force them to perform actions you dictate. So if they beat you in initiative, they could very well rush you before you have a chance to order them around. Similarly, there's no indication that they perform actions on YOUR initiative. If you're making them perform an action, you'd logically have to wait until their next pass before they perform it.

ZeConster

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« Reply #16 on: <09-14-13/0732:16> »
The problem is that once someone has had magic used on them, they will know (or at least be able to make the perception test per page to notice- see page 292) that they have had magic used on them - so if you use magic to make a guard go to the bathroom, he will recognize magic made him go to the bathroom, and as soon as he is in control of his actions, sound an alert.  So unless you can get the entire adventure done while he is in the bathroom, it doesn't really help.
You don't have to - you just have to slam a taser into his back while he's peeing.

Xenon

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« Reply #17 on: <09-14-13/0740:04> »
The target resists your spell with Logic + Willpower, and your net hits determine how many turns you are able to sustain the spell.
'
Yes. As in each action phase the target make a resist roll to reduce the number of hits and when it reach zero the target is free. Not as in net hits = number of combat turns until target is automatically free. A sustained force 6 spell might last for a VERY long time, depending on the size of the targets Logic + Willpower pool size (if it is 6 dice or less then you can pretty much sustain it until you decide to drop it)

Lobo

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« Reply #18 on: <09-14-13/0805:38> »
Role-playing was never mandated in the rules, why should it? If you refuse to roleplay, cause it's not in the rules, you are playing the wrong game.
If your Street Sam with his code of honor sees something like this, he will be furious.
Setting someone on fire will have similar consequences, but throwing a fireball in the heat of the combat is generally "excepted" like shooting a bullet. Agian, this is part of your roleplay, not the rules. Nothing weird about it BTW.

My point is that the book determines the social mores and norms within which you base your roleplay.  If you were playing a roleplaying game set in the 1700's, and a girl walked around in a miniskirt, then the "normal" reaction for most characters would be for them to be shocked, and to feel that she was being highly inappropriate, while if you are playing a roleplaying game set in 2013, the "normal" reaction would be that no one would think twice.

That doesn't mean that EVERYONE would react that way.  There would be a few individuals in the 1700s who might not care, and a few individuals today who thought that the skirt was too short, and that she was being inappropriate - but that isn't the norm.

In the book, the only thing it says about people's reaction to magic (on page 277) is

"What has remained the same, even after all this time, is the public’s ignorance of magic. They’re less nervous about magic than they’ve been in the past,thanks to the desensitizing effects of newsworthy (and,
on one occasion, electable) dragons, spirits, fictional and documentary trids, and even ads featuring or catering to mages, but their understanding of how magic works is still very limited."

It goes on to say that corporations are nervous about them, but not people - and even that is just them being nervous about Awakened in general and not with something specific that they do:

"The authorities seem to think that any unapproved discussion between magicians will eventually lead to chaos and/or destruction. They are not entirely wrong."

"Some corporations and governments take their regulation of magic to extreme levels, requiring the Awakened not only to register but also to provide a tissue sample. This means magicians and adepts can be tracked down if they step out of line, or do anything that pisses off the authorities."

But that is about Awakened practitioners in general - not people who use Control Manipulations.

In fact the only thing it mentions as far as specific practices of the Awakened thare are considered "evil" are:

"The worst part of it is that the authorities have a good reason to be worried about magic, as some spellslingers and adepts are doing some pretty nasty drek. The legal term for illegal magic is maleficium, and it can get pretty
ugly. From toxic magic that summons spirits from the bubbling filth of the most polluted corners of the Sixth World to blood magic where casters drain an unsuspecting victim to add power to their spells, magic can go to
some twisted places."

So my point is where is this social norm described anywhere in the book that the characters should react to Control magic any differently than they would be reacting to a Fireball?

And as a follow up to that, not every character is going to follow social norms, and not every code of honor is the same.  If my code of honor is that I do not kill women and children, then the fact that the mage caused some security guard to shoot himself doesn't impact that at all.

Ultimately it means that as a "penalty" - it isn't supported by the way the world is described as a "normal" reaction to magic.  Now, when the 5e magic book comes out and something says that Control Magics are considered highly despised compared to other magics, then that is something to consider - but until then, the "normal" reaction is either you don't like Magic, or you do.  Sure there will be some characters who find Control Magics offensive, and some who don't care - but having characters who don't care isn't "refusing to roleplay" any more than having characters who don't care about someone setting someone on fire with a fireball is "refusing to roleplay".

"Don't forget, you'll need to keep the target in your sight. It's not in the RAW but it has alway been this way ..."
- your wording isn't RAW either, don't say "this is not RAW" and them come with a houserule
- this being a houserule and not RAW is exactly what i said"

What do you mean my wording is a houserule?   My wording is exactly the rules as written.

Page 281 - Choose the Target
The next thing you must do is choose target(s). You need
to be able to establish a link with your target—depending
on the spell, you’ll need to be able to see or touch the target
in order to establish the mystical link..

Ok - so I am dead on so far.

Page 282
If you sustain the spell (that is, if you want the effect
of a Sustained spell to continue), you take a –2 dice
pool penalty to all tests while it is sustained. You can
sustain multiple spells, but the –2 penalty is cumulative
for each spell.

Page 283
This describes how long the spell’s effect
lasts. Sustained (S) spells last
as long as you keep them going.

Page 292
Keep track of your net hits, as they determine
how long you can sustain the spell. While the spell is
sustained, the target may take a Complex Action on
their turn to resist by making a Logic + Willpower Test
with a dice pool penalty equal to the spell’s Force; every
hit the target gets reduces the caster’s net hits by 1. The
one being controlled can take this action even if they
wouldn’t get an action because of the spell. The spell
ends when your net hits are reduced to zero.

So tell me again how this statement:

"There is nothing  in the 5e rules indicating that you need to remain in LOS of your target to sustain the spell.  You need to have him in LOS to cast the spell at him, but after that you can sustain it as long as you like, assuming you continue to take the -2 dice penalty.  (or, if he still has dice to roll after applying a dice pool penalty, he is able to roll enough successes over time to make the spell stop)."

Is a house rule?

While there is absolutely nothing in the rules AT ALL to support your statement that

"Don't forget, you'll need to keep the target in your sight. It's not in the RAW but it has always been this way .."

Still pertains to 5e?  In fact, it didn't apply to 4e either.  I did apply in 3e, but it hasn't been canon for years (I can go back and find the 4e quotes as well if you need me to)

« Last Edit: <09-14-13/0813:38> by Lobo »

Sendaz

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« Reply #19 on: <09-14-13/0808:53> »
You don't have to - you just have to slam a taser into his back while he's peeing.
Thanks, now I am going to be paranoid just going to the bathroom now. :P
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D Prime

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« Reply #20 on: <09-14-13/0933:04> »
Shoot the magician

Xenon hit the main point.  Take down the finger waver before he takes you down or makes you take your buds down.

I hate how the solution is always to 'geek the mage first'.

I'm in agreement with Vigo here. In fact, I'm not even sure it's a viable solution. In order to "geek the mage first," you need to know who the mage is. If I were a Shadowrun magician, I would not walk around wearing long, flowing robes and a pointy hat, carrying a staff inscribed with glowing runes of power. I would walk around wearing an armored jacket, heavy goggles, a helmet, maybe some fake cyberware, and so forth. I'd carry an assault rifle and a sword, even if I had no idea how to use them. The opposition would have no way of knowing I'm a magician until I cast a spell.* And if that spell were a well-placed Mob Mind, it may well be too late for them to do anything about it.

*Unless of course they had a magician, too, but I don't like the "get your own magician" solution any better than the "geek the mage first" solution.

Mr.Trikorder

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« Reply #21 on: <09-14-13/1028:21> »
@ Lobo: Did you notice, you're contradicting yourself?
You're so far off course (and now off topic, too) I don't know where to start ... maybe we shall just open another threat for this, if you feel the need to discuss this further ...
I used to love rigging, but the new rules ...
I'm happy with my totally OP, pre-errata mystic adept though ...

Vigo

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« Reply #22 on: <09-14-13/1059:40> »
I don't see how forcing someone to blow his own face off is any worse than shooting him yourself.  Once the drek hits the fan, I would want the person shooting at me to go down, no matter how.  I think 99% of the shadowrunner out there will have the same sentiment.

dead is dead after all.

In fact I think that a squeamish shadowrunner will be the one to develop a bad rep, not the mage who saved the team's behinds.  In combat situation, I want my team mate to be effective, and mind control doesn't even have issues of collateral damage.  Again, your campaign may vary, but i don't think this is a roleplaying issue.   

Lobo

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« Reply #23 on: <09-14-13/1117:43> »
@ Lobo: Did you notice, you're contradicting yourself?
You're so far off course (and now off topic, too) I don't know where to start ... maybe we shall just open another threat for this, if you feel the need to discuss this further ...

1) I will agree that delving into roleplaying is slightly off topic - however, the answer to "Control Magic is too powerful" seems to be, "Well, using Control Magic is considered so heinous that everyone will hate the mage" - I'm pointing out that 1) people don't hate certain types of magic - so this as a response to limit Control Magic seems incorrect and that 2) most people - as shown in the book, don't hate magic.  Corporations are worried at its effects, but the average person isn't - so there is no reason to assume that your fellow shadowrunners are going to get all squeamish and offended because you control someone's mind.  Basically to me, the answer of "people won't like it when you mess with someone's mind" is not a valid response.  More valid is "people won't like it when you use magic on other people" - that I can get behind - but if you are going to suggest that your fellow shadowrunners should take offense every time you use magic on your opponents, it really sort of negates the point of being a mage, yes?  And if you are continuing to claim that Control Magics are considered "off limits" - then I would simply like you to point out somewhere, ANYWHERE, that it says that.

2) With regards to sustaining - you were the one that pointed out that one possible nerf to Control Magic is that you have to keep your target in LOS - which is patently untrue - and when I told you it was untrue, you claimed it was a "house rule" - so I provided the quotes, direct from the book, to show you.

So where exactly am I contradicting myself?

So I fail to see

TheDarkMessiah

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« Reply #24 on: <09-14-13/1118:21> »
What is the difference between Control Minds and Control Actions? They both seem to lead to the same result - making someone doing something as you command.
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Lobo

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« Reply #25 on: <09-14-13/1125:46> »
What is the difference between Control Minds and Control Actions? They both seem to lead to the same result - making someone doing something as you command.

Biggest difference is whose skill is used.

If I use Control Actions to make a guard shoot another guard, and he is armed with a pistol, I use his Agility+ MY pistols skill.  If I used Control Thoughts, then I use his Agility and HIS pistols skill.

Next is when the action occurs.

Let us assume I have an initiative of 11 and the guard has an initiative of 6.  If I cast Control Actions at 11, then the guard goes at 6.  What he does is questionable.  He can't do what I want, because it takes ME a complex action to give him a command, and I won't get one until I go again at 1.  Does he stand motionless, since I am in "control the physical actions of my target like a puppeteer pulling strings."?  Or does he take his normal action?  I'm inclined to lean toward the latter.  Now, at 1, I go, and can use a complex action to tell him what to do, and he follows that direction when he goes again next turn.

With Control Thoughts, it is a simple action to give him a command, so, as above, if I go at 11 and cast the spell as one simple action, and then give him a command as another simple action, then at 6 when he goes, he will follow that command.  Then at 1, I can give him another simple command, which he will follow on his next action available.


« Last Edit: <09-14-13/1127:31> by Lobo »

JackVII

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« Reply #26 on: <09-14-13/1130:18> »
What is the difference between Control Minds and Control Actions? They both seem to lead to the same result - making someone doing something as you command.
You use your skills with Control Actions. Their skills when you use Control Thoughts. So, if you're a mage with Pistols 2 and you have a choice between Control Thoughts/Actions and your target is a rifle-toting trained combat monster, go with Thoughts.
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Mr.Trikorder

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« Reply #27 on: <09-14-13/1135:12> »
Again, your campaign may vary [...]
You say it right there. Role-playing is subjective after all.
If the drek hits the fan anything is possible, agreed. What I'm trying to say is, this will be especially bad when used too recklessly.

IMO it's not as simple as "dead is dead", maybe your runner are cold hearted bastards, but it's not a matter of if someone dies alone.E.G. it's a huge difference if some tells you, your dog has been shot to your dog has been purposely run over by a lawn mower.
I used to love rigging, but the new rules ...
I'm happy with my totally OP, pre-errata mystic adept though ...

Sendaz

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« Reply #28 on: <09-14-13/1152:22> »
Shoot the magician

Xenon hit the main point.  Take down the finger waver before he takes you down or makes you take your buds down.

I hate how the solution is always to 'geek the mage first'.

I'm in agreement with Vigo here. In fact, I'm not even sure it's a viable solution. In order to "geek the mage first," you need to know who the mage is. If I were a Shadowrun magician, I would not walk around wearing long, flowing robes and a pointy hat, carrying a staff inscribed with glowing runes of power. I would walk around wearing an armored jacket, heavy goggles, a helmet, maybe some fake cyberware, and so forth. I'd carry an assault rifle and a sword, even if I had no idea how to use them. The opposition would have no way of knowing I'm a magician until I cast a spell.* And if that spell were a well-placed Mob Mind, it may well be too late for them to do anything about it.

*Unless of course they had a magician, too, but I don't like the "get your own magician" solution any better than the "geek the mage first" solution.
Just to be clear, I play a mage myself so I well understand the annoyance of being high on targeting priorities, but I also understand the why.  Magic can quickly change the battlefield, whether its controlling someone or even just blanketing the area with darkness to deny them visibility to summoning a pet. It's also my job to try and spot the other side's mage first and either disable him myself or paint him as a target for the sammie to take out, thus reducing the other side's effectiveness.

I agree completely about attire and you should carry a weapon in any case, because there are times when a bullet will do the job just as well and hey, no drain.

But if you want to throw the other side off it's game a bit, then maybe use that Armor spell on the Street Sammie.  It's bright and glowy so it draws attention to him and not you, plus it  provides additional protection so when they do target him thinking its a mage, he probably won't take much between the spell and the armor. Then let him cast his Full Auto spell  (Range: as weapon  Duration: I  Drain: 0  requires material component: fully loaded weapon) right back at them. :P

If you are coming in on the east side, take control of one of the guards and have him call in the fact that he sees an even BIGGER force coming in from the north or the south and your group must be a diversion.  That one is good for sending them scrambling as they try to redistribute assets because hey, diversions and flanking is sneaky stuff so it probably is happening that way.
Do you believe in a greater WIRELESS, an Invisible(WiFi) All Seeing(detecting those connected- at least if within 100'), All Knowing(all online data) Presence that we can draw upon for Wisdom(downloads & updates), Strength (wifi boni) and Comfort (porn) or do you turn your back on it  (Go Offline)?

Mr.Trikorder

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« Reply #29 on: <09-14-13/1205:38> »
What is the difference between Control Minds and Control Actions? They both seem to lead to the same result - making someone doing something as you command.
I assume the author's intended a spell for combat (control actions) and a spell for anything else (control thoughts).
Otherwise control actions would pretty useless in most cases ...
I used to love rigging, but the new rules ...
I'm happy with my totally OP, pre-errata mystic adept though ...

 

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