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[SR5] What are your thoughts & opinions on mystic adepts?

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Dracain

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« on: <07-13-13/0851:32> »
Having read the SR5 core book, I must say that I think it improved Shadowrun in many ways, in fact, this is really the only large complaint I have with the new edition (that I can think of at this point in time).  The problem is with mystic adepts, specifically, how they are rather easily breakable to be insanely powerful.  The only difference between a priority A mage and a priority A mysad is 12 karma, and the mystad cannot astrally project or perceive (though they can get the perceiving ability through an adept power).  The problem I am seeing is just how easy this would be to break.  Even if they make PP cost a bit more, there is still a huge bonus to being a mystad over a mage, because they are the same in spellcasting, summoning, and enchanting ability, plus adept powers.  I want to ask what your thoughts are on this, and maybe just talking about it on the forums will bring some sort of solution to bear besides house-ruling. 

Michael Chandra

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« Reply #1 on: <07-13-13/0946:36> »
First of, assume the difference is 4 or 5 karma per Powerpoint.

Mystic Adepts vs Adepts have good and bad sides. I could still go with an Adept, since those can initiate for Power Points easily. But Mystic Adepts pay some at chargen for extra benefits, then later on apparently they get not just to pick between side M and side A, but even get both a boost to spellcasting and Powerpoints when raising magic. And that goes too far no matter what.
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Dracain

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« Reply #2 on: <07-13-13/1009:08> »
Why should I assume it is 4 or 5 karma per powerpoint?  There is no way to know what will and wont be changed in errata, so I am going to go with what is in the book. 

Also, while Adepts have some bonuses over Mystic Adepts, it is still not very much considering all the stuff they get from the Mage side.  Comparing a Mage and a Mystic Adept is just unfair as well, as astral projection is a small price to pay to add all the extra stuff a MA can do.  I think that is they do put something in errata, they go back to the splitting the magic points style like they did in the previous editions, or they try something new.  Maybe MAs pay 1 more point of drain then other magic users, which would make magic an option, but it is more tiring for a MA the a Mage, either aspected or full. 

ZeConster

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« Reply #3 on: <07-13-13/1110:51> »
Why should I assume it is 4 or 5 karma per powerpoint?  There is no way to know what will and wont be changed in errata, so I am going to go with what is in the book.
I'm guessing it's because Bull said this (talking about Missions, but still):
Well, the official FAQ will be the go-to for core rules, but I just posted over in the Missions forum that for the time being, use "5 Karma" as the default.  I don't know for sure how the final rule will shake out, but that's the "Missions Official" rule until that hits, so that Mystic Adepts are at least a little less broken :) (And we grandfather character creation stuff in, providing stuff "works", so characters created at Origins use the 2 Karma.  Characters created today until the FAQ drop will use this number, etc.)

Dracain

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« Reply #4 on: <07-13-13/1146:07> »
Why should I assume it is 4 or 5 karma per powerpoint?  There is no way to know what will and wont be changed in errata, so I am going to go with what is in the book.
I'm guessing it's because Bull said this (talking about Missions, but still):
Well, the official FAQ will be the go-to for core rules, but I just posted over in the Missions forum that for the time being, use "5 Karma" as the default.  I don't know for sure how the final rule will shake out, but that's the "Missions Official" rule until that hits, so that Mystic Adepts are at least a little less broken :) (And we grandfather character creation stuff in, providing stuff "works", so characters created at Origins use the 2 Karma.  Characters created today until the FAQ drop will use this number, etc.)
Ahh, thanks, that explains it just fine.  Missed that quote. 

Dracain

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« Reply #5 on: <07-13-13/1442:18> »
Sorry about the double post, but I wanted to give this some separation from what I said before.  I've decided to ask what you think would be a good idea for balancing Mystic Adepts, as well as posting my ideas here.  The goal here is to hopefully find a way we can tone them down from their current overpowered state, without bringing them down to their previous state of being somewhat underpowered.  I organized my ideas in order from my least to most preferred. 

1) The idea that seems to be going around would be to increase the karma cost of PP for an MA, and as an addendum, I would like to add my two cents on how to balance MA out with the magic-caster side.  My current idea is to increase the drain value by 1 for spells/ritual/etc., which would make it so adept powers take long to learn, but are just as effective to use, whereas mage abilities are more exaustive on the MA.  I am not a big fan of the increasing PP cost idea, but this idea seems to work with it for balancing the other side of the MAs abilities.  The downside here is that there is still quite a chance that MAs will remain overpowered to some degree here.

2) The other idea would be to go back to the buying points into different sides that the other editions used.  The downside to this is that there is potential for MAs to return to being underpowered, which I don't think would be a good solution.  The only reason this is higher then my first suggestion is because I think MAs could still hold up rather well here, they would be slightly underpowered versus much more highly overpowered.  Lesser of two evils essentially. 

3)  This idea is easily my favorite, and I think it is rather clever, though I do invite you to shoot holes in it.  This idea is that we split an MAs magic between the adept and mage side, but here is how we do it.  We split the magic in half (round down for the mages side) and then add 1, for example, a MA with 3 magic would have 2 mages for casting spells, and 2.5 magic for PP.  They would have PP from magic in chargen and throughout the game, just as normal adepts do.  This would mean that early on, adepts are able to keep up to their piers in both sides, but as they advanced, learning more advanced techniques from both takes more time then just focusing on one.  This keeps the balance between the two sides, without leaving the MA heavily underpowered (I think, I haven't had a chance to test this yet).  This idea is best explained with the formula Magic/2+1.  Whereas you need whole numbers for the magic side, you round down, you don't do so for the adept side, as adept abilities can cost 0.XX PP.

Please offer your own ideas, and comments and critique on mine.  I would appreciate it if your critique told me why you don't like an idea, and not just telling me you don't like it. 
« Last Edit: <07-13-13/1536:56> by Dracain »

mtfeeney = Baron

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« Reply #6 on: <07-13-13/2234:41> »
After Bull's errata comes into effect(meaning right now), I don't see the problem.  A MysAd can buy 1 PP for 5 Karma.  A caster can buy 1 spell for 5 karma.  Is 1 PP better than 1 spell?  No.  Sure, you can get 4 levels of a .25 or whatever, but a spell is going to be more useful.  I don't know if you've noticed, but the casting part of magic has changed considerably.  Mages are no longer nukers bent on destroying the world with ease.  Magic does ridiculously tiny damage, so mages will be more effective at taking more utility-based spell selections.  As for why play a adept over a MA?  The lower magic priority, for starters.  Not having to worry about an [Astral] inherent limit.  Not needing to be so [Mental]ly capable.  Being able to focus on what you're meant to do.  I'm not an expert on this last part, as I've never liked adepts.

p.s. - Sorry, I think your idea of splitting the magic is terrible.
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Dracain

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« Reply #7 on: <07-14-13/0539:55> »
Ok, all of what you said it fair enough, but there is still the fact that at chargen, a mystad still has as many spells/rituals/etc. as a mage, plus adept powers.  A mystad could play exactly like a mage (more or less), with the ability to pick up adept abilities whenever it suits them.  There is still little reason to choose a mage over a mystad.  I also don't really see what you mean with mages not being nukers anymore, and doing ridiculously tiny amounts of damage.  Mages do about as much damage as in 4th ed, and the drain is rather similar for most spells, depending on the force and spell.  Now, you may have read something that I missed, if so, please point out why they aren't such damage dealers anymore?

P.S. Why do you think the idea is terrible, someone else pointed out why he thought it was terrible in another thread, and I can understand what he meant, but I don't really get what your objection is to that idea, and if you don't like that idea, do you have any ideas of your own?  I was hoping people could share some ideas here and we could find a way to bring Mysads to the jack of all trades level their supposed to be. 

mtfeeney = Baron

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« Reply #8 on: <07-14-13/0808:20> »
A mystic adept that takes the same priority for magic as a magician has the same number of starting spells, yes.  He doesn't start with any adept powers.  He has to buy them at 5 karma, or he can buy spells at 5 karma each.  This is the same for magicians(minus adept power purchasing, of course).  Gaining access to adept powers costs him the ability to ever astrally project.

Mages don't come even close to doing as much damage now.  For direct combat spells, the DV is net hits from the attack.  That's your (assuming high) Spellcasting 6 + Magic 6 vs. their Body or Willpower 5.  So that's an average of 2 damage per casting.  2.  In SR4, a direct spell dealt damage equal to the spell's Force plus net hits.  That means a Force 6 spell with 2 net hits dealt 8 damage, and nobody casts spells at such a low Force in SR4.  I normally casted at Force 9+, so that's a starting DV of 9+.  Meanwhile, the drain for spells in SR5 was increased DRASTICALLY, meaning all Awakened characters will be casting at a much lower Force rating(although they'll always optimize so the drain is 2, since that's the minimum).

I apologize for not explaining my feeling toward your suggested change.  To be honest, it's mostly based on my gut reaction.  When I think about it further, it just seems to ruin the mystic adept completely.  He suddenly becomes completely incompetent as either an adept or magician, with no redeeming characteristic to compensate.

As for suggestions or ideas, I have none.  I think that, again assuming Bull's modified 5 karma price for power points is accepted, mystic adepts are fairly balanced.  I believe that the reason most people think they're "overpowered" is that they're not awful like in SR4.
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Dracain

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« Reply #9 on: <07-14-13/1131:51> »
A mystic adept that takes the same priority for magic as a magician has the same number of starting spells, yes.  He doesn't start with any adept powers.  He has to buy them at 5 karma, or he can buy spells at 5 karma each.  This is the same for magicians(minus adept power purchasing, of course).  Gaining access to adept powers costs him the ability to ever astrally project.

Mages don't come even close to doing as much damage now.  For direct combat spells, the DV is net hits from the attack.  That's your (assuming high) Spellcasting 6 + Magic 6 vs. their Body or Willpower 5.  So that's an average of 2 damage per casting.  2.  In SR4, a direct spell dealt damage equal to the spell's Force plus net hits.  That means a Force 6 spell with 2 net hits dealt 8 damage, and nobody casts spells at such a low Force in SR4.  I normally casted at Force 9+, so that's a starting DV of 9+.  Meanwhile, the drain for spells in SR5 was increased DRASTICALLY, meaning all Awakened characters will be casting at a much lower Force rating(although they'll always optimize so the drain is 2, since that's the minimum).

I apologize for not explaining my feeling toward your suggested change.  To be honest, it's mostly based on my gut reaction.  When I think about it further, it just seems to ruin the mystic adept completely.  He suddenly becomes completely incompetent as either an adept or magician, with no redeeming characteristic to compensate.

As for suggestions or ideas, I have none.  I think that, again assuming Bull's modified 5 karma price for power points is accepted, mystic adepts are fairly balanced.  I believe that the reason most people think they're "overpowered" is that they're not awful like in SR4.
Thank you for clarifying, that cleared up a lot of what you meant.  However, while direct spells have been greatly weakened, I find that indirect spells are a still quite useful and viable, which I think was the intention.  Also, the new drain values mean that for a single target indirect spell, you take less drain then the 4th edition counterpart until you cast at force 12, which is even, or higher.  The same applies for area abilities.  So while I agree that direct spells are kinda crappy now, their still rather usable I find, just a lot more situational, while it seems that for normal combat, indirect spells seem more like what a person would do, especially with all the effects that can be applied.  So I still think being a combat mage is very much within the realms of possibility, they just wont curbstomp people like they did before.  That said I still think that making there be a DV minimum is a little silly, as it means that a mage is far more limited in how much spells they can cast. 

I've gotten that feedback on the idea, which I created with the hope to keep MAs powerful enough to be viable, but not so powerful now, because I really don't want MAs to suck like they did in SR4, I love jack of all trades characters, but I think that at this point, there is no reason to be a mage.  Here's my example: Say I wanted to play a mage, and I choose magic priority A.  Now, I COULD choose mage, or I could choose magic adept, and get just pick up spells as if I was a mage.  Now, somewhere down the line, say I decide I want an adept power, I can just pick it up, and go back to playing exactly like a mage, just with an adept power now.  You see how this could easily be a problem?  Someone can just play an MA like a mage or adept, but picking up the other sides abilities whenever they want, and while it may be a bit harder to get adept powers, they still are just as powerful as a mage, and can just play it EXACTLY as if it was a mage, with a few adept powers.  If an MA started with a few less spells and such, then I think it would make more sense, but it is exactly the same, which I don't think makes sense from a mechanical or story standpoint (a mage who devotes himself to his mystic abilities would likely have more spells than an MA who did the same). 

Even looking at the karma setup, a MA and mage can only have 12 spells with 6 magic, that is 10 karma, and then when a mage gets more magic, theirs spells can be a bit better, but when an MA gets more magic, their spells raise just as much PLUS the get adept powers, because after chargen an MA gets adept powers the same as a normal adept.  If an MA started with 5 spells then they would need to really think about what they spent their karma on, but as it is, there is no real worry.  As the system is now, mages only get better then MAs at magic as the game goes on, and they split their karma, but the MA is perfectly capable of buying the same stuff the mage does until an adept power would be better. 

I've heard someone suggest that MAs be aspected in the magician side of their abilities, which would be interesting, but I don't really think fixes much.  Another possible idea would be that the minimum drain would be 1 higher on MAs, but I am not sure if that is such a good idea, though it would make mages better at magic, it would take a silly idea like minimum drain and take it even further. 

RHat

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« Reply #10 on: <07-14-13/1644:47> »
I had one idea where the Mystic Adept. Pays a karma cost for power points based on magic, and has to pay the cost diffierential when increasing magic - a bit more of a "nudge" change that keeps a wide array of MA options open, but keeps them balanced by adjusting the baseline and progression costs.  It would also encourage specializing towards one side or the other, while keeping the middle option viable.
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Dracain

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« Reply #11 on: <07-14-13/1657:39> »
I had one idea where the Mystic Adept. Pays a karma cost for power points based on magic, and has to pay the cost diffierential when increasing magic - a bit more of a "nudge" change that keeps a wide array of MA options open, but keeps them balanced by adjusting the baseline and progression costs.  It would also encourage specializing towards one side or the other, while keeping the middle option viable.
Your idea sounds quite interesting from what I understand, but I am not sure I completely understand what you mean.  Do you mean that MAs have to buy PP for the mage side as well?  Please elaborate, as I am probably misreading this, though I will admit that this idea sounds quite intriguing. 

RHat

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« Reply #12 on: <07-14-13/1736:03> »
For example, if the PP cost is 1.5xMagic rounded up, the karma value of 6PP at Magic 6 is 54.  At Magic 7, it's 66.  As such, in addition to the cost for raising the attribute you must also pay the difference of 12 Karma, meaning that the Magic increase costs 47 karma instead of 35.  Think for a second about what a mage or adept can do with that 12 karma.

Basically, Magic costs more the more PP you have, and PP cost more the more Magic you have.  Best part is, it would only need a couple of lines added to the rules.
« Last Edit: <07-14-13/1737:59> by RHat »
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Dracain

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« Reply #13 on: <07-14-13/1834:05> »
For example, if the PP cost is 1.5xMagic rounded up, the karma value of 6PP at Magic 6 is 54.  At Magic 7, it's 66.  As such, in addition to the cost for raising the attribute you must also pay the difference of 12 Karma, meaning that the Magic increase costs 47 karma instead of 35.  Think for a second about what a mage or adept can do with that 12 karma.

Basically, Magic costs more the more PP you have, and PP cost more the more Magic you have.  Best part is, it would only need a couple of lines added to the rules.
That's genius!  It makes both progressions slower then a specialist, while keeping both viable.  That idea is absolutely perfect. It would mean that Mystic Adepts would need to keep buying their PP through karma as well, instead of just getting it free with a magic point like normal adepts.  I am gonna use that in my upcoming game if anyone wants to try a Mystic Adept. 

I do have a question though, because I am wondering how magic costs more the more PP you have?  If you don't particularly care for PP (only having the Adept part as backup) then while having a high magic makes for a high PP cost, PP doesn't effect the cost of increasing magic, and since PP cannot be higher then the magic stat, then this idea seems to make focusing on the Adept side far more costly then focusing on the Mage side, which doesn't seem to lose much.  Please correct me if I'm wrong, but I once again see the problem being that Mystic Adept is more attractive as a spellcaster than Mage.  Other then that, I love your idea, and I might just be misreading. 

mtfeeney = Baron

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« Reply #14 on: <07-14-13/2048:12> »
He's saying that increasing the Magic would increase the price of new PP purchased, and the price of increasing Magic would have an additional fee for PP already purchased.  If you already had 6 PP that you purchased for 6 each, and you're raising your Magic to 7, that's an extra +2 Karma per PP on top of the 35.  What he forgot to include(maybe) is the PP that comes free from increasing magic.  Apparently he wants to charge for all PP, so instead of 35 Karma, it should be 35 for the Magic + 12 to upgrade the previous 6 PP + 11 for "purchasing" the new PP.

Here's my problem with your suggestion.  First, does it only apply during creation or are you talking about a permanent increase in costs?  How does this interact with initiation and taking PP instead of metamagics?  What exactly is the goal behind this change?  This is almost identical to Dracain's idea, except it does technically add an option to improve yourself beyond completely neutered... if you can afford it.  What problem is being fixed?  I still don't follow Dracain's explanation of his problem with it.  A mystic adept that plays like a magician with a few adept powers?  That's exactly what a Mystic Adept is.  Is he as good as the magician?  Of course not.  If he spent all of his karma on spells and casting instead of adept powers, he'd still be in the "just short of exactly the same" category.  He'd be a magician with astral projection.  That is a massive impairment.  That's like saying he can't summon spirits.  Equally huge.  If he puts karma into adept PP, then he instantly falls behind the magician as a caster.  You're trying to fix a problem that doesn't really exist.

I don't see how you're figuring out these drain values.  In 4E, clout did (F/2) drain, while 5E does (F-3) with 2 minimum.  That means a Force 1 and 5 are the same in SR5.  Meanwhile, Force 1&2 in SR4 are 1(2 in SR5), 3&4 are 2(same), 5&6 are 3(making 5 higher than the 2 in SR5, but 6 is the same for both editions), 7&8 for 4(7 is equal between editions, 8 is cheaper in SR4), 9&10 for 5(compared to 6 and 7 in SR5).  With 1 exception, drain was increased across the board.

I'm going to take a shot in the dark.  You're comparing the one thing that SR4 made drain intensive: elemental combat spells.  Let's look at lightning bolt.  (F/2)+3 for SR4, F-3 for SR5.  Same minimum of Force 5 for SR5.  A R5 lightning bolt in SR4 is 6 drain, 2 in SR5.  R6 is 6 in SR4, 3 in SR5.  I'll stop here.  This is clearly what you're looking at.  Yes, they fixed a problem with ridiculously high-drain elemental spells.  That has nothing to do with combat viability.  Damage was reduced for indirect spells, too.  I don't know if you noticed, but elemental effects don't include -AP anymore.  Magic damage was reduced across the board.

Meanwhile, a combat axe deals STR+5 damage at -4 AP(compared to SR4 version with (Str/2 + 4) damage at -1 AP.  An Ares Predator in SR5 does 8P at -1, while the SR4 version deals 5P at -1.  An Ares Alpha in SR5 is 11P at -2 AP, compared to the SR4's 6P and -1 AP.  Damage for everything else was scaled up drastically, while magic was weakened.  This has irrefutably decreased the viability of an attack-centric combat-oriented mage, which is fine.  It's what the developers wanted.  My original point in mentioning this was to show that mages will take more utility spells, and I haven't seen/read/heard anything that points to any other conclusion.  Magicrun became anti-Magicrun.  That's life.
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