Ok, before I start saying why I feel Combat Mages are still viable, I would like to say I have an alternative to the Mystic Adept priority tables I mentioned earlier that I think is an improvement. Instead of giving a set value for how many spells or PP a Mystic Adept starts with, we just give them karma for spells or PP and let them sort it out. So magic priority C would give 25 spell or PP karma, B would give 35, and A would give 50. The skills and magic attribute would remain the same, just the Mystic Adept can choose their starting spells/PP ratio.
OK, onward to Combat Mages, though I am going to call them Combat Spellcasters, as Mystic Adept can do quite well in this role as well, and in fact, may be the best choice for this (from character creation, later on it becomes less sure).
Now, I am going to set some parameters for this experiment. We will be counting 3 dice to equal 1 hit, instead of 4, because that is more mathematically sound (the chance to get a 5 or 6 on a D6 is 1 in 3), and since we cannot default on this test, there is no point using the default conversion rate. We will round to nearest whole number (I wanted to round down at first, but that just gave the CS an advantage, and I don't want people thinking I am letting favoritism take over).
First, the tests will take place on enemies with 5 body, and 12 armor. The 12 armor is because most enemies have it in the sample grunts section, and armor jackets are fairly common, and the 5 body because it makes for better tests if the enemy has a decent body score. The enemy will have a reaction of 4, and an intuition of 4, meaning to hit them, you'll need to beat 8 dice.
The test comparison character will have 12 AGI (8+4 for augs) and 6 automatics with an extra +2 for a assualt rifle speciality, meaning 20 dice to hit the target. The test comparison weapon will be the Ares Alpha, because it is an effective assault rifle, and a weapon likely to be used by players at this time, we will be assuming they are using the smartlink, so the stats are 11P damage, -2 AP, and 7 ACC. Let's look at how it hits our test target. The shooter gets 7 hits, the target gets 3, that is +4 damage. The modified damage value is 15P, and the modified armor value is 10, so the attack remains physical. The target resists 5 damage, taking 10P damage, leaving 1 hp standing. We will do this same test, but with our Combat Spellcasters (CS) instead of our gun-nut street samurai, and see how they hold up. We will not apply elemental effects, even though that is one of the major advantages of combat spells. We are just checking damage and drain in comparison to a street samurai to test the viablity of a CS.
As mtfeeney = Baron has shown, the drain does make this rather difficult, but it is still quite doable. Now, let us look at our test CS, an Elven Mage.
[spoiler]
Race-Elf
Charisma-based magic tradition
Health
P[][][][][][][][][][]
S[][][][][][][][][][][]
Attributes
BOD-3-2
AGI-2
REA-4-3
STR-1
WIL-5-4
LOG-3-2
INT-5-4
CHA-8-5
Limits
Mental-6
Physical-3
Social-9
Special attributes
EDG-3
MAG-7
Skills 0/0
Spellcasting (combat)-6 (
Counterspelling (combat)-6 (
Summoning-6
Banishing-6
Something-2
Positive qualities-5 karma
Mentor Spirit (wolf)-5 Karma
Exceptional Attribute (Magic)-14 Karma
Negative qualities
Bad luck-12 karma
Bonded foci
Spellcasting focus force 4-8 karma
Sustaining focus (health) force 4-8 karma (for Increase Reflexes)
Gear 6,900¥
Spell focus force 4 x2-32,000¥
Armor Jacket-1,000¥
Helmet-100¥
Fake SIN rating 4-10,000¥
Fake spellcasting license rating 4-800¥
Spells
Increase Reflexes
9 others
2 karma
Priority
A-Magic
B-Attributes
C-Metatype
D-Resources
E-Skills
When casting combat spells this character has 21 dice (Magic 7+Spellcasting (combat) 8+spellcasting focus (combat) 4+Mentor spirit (Wolf) 2=21), and resists drain with 13 dice (Cha 8+Wil 5=13)[/spoiler]
We start with our CS casting their spell at force 9 getting 7 hits, against our targets 3, which is +4 to damage, and since the spellcasting roll does not go over our magic stat, the drain is stun. The modified damage value is 14 the modified armor value is 3. The target resist 3 taking 11 damage in the process. Now for the important part, drain. The drain is force-3, so in this case, 9-3=6. The Mage resists 4 drain, taking 2S drain damage.
Other notes:
- If someone wished to, they could mess with the character a bit to get 8 more karma and 11,100 more nuyen, they could drop 1 point of Willpower and use the Increase Willpower spell to get a net total of 3 more drain, leading to 16 drain resistance, which leads to 1 more die using this calculation system.
- A Mystic Adept could use PP to increase their drain stats, giving up to 7 (if they use Exceptional attribute) more drain, however, this is VERY expensive.
- The example Street Samurai had maxed out their AGI, which means their progression was a lot smaller. As the game went on, the mage would get abilities that let them resist much more drain, and do much more damage. Remember, with a CHA based tradition, playing an Elf, without using exceptional attribute, you can get up to 22 points of drain resist, and all it takes it getting the right sustaining foci.
- While I didn't do full AOE tests, I can sum them up rather quickly. While a good CS will likely beat most grenades (Using the system we used before, the net hits on a scatter test would lead to an extra +4 to damage), rockets, especially anti-vehicle ones, will out damage them, though that may change as time goes on, and the AOE of a CS will likely cover a large area.
In conclusion, even without adding in the elemental effects, a Combat Spellcaster is quite viable character type, that can lay down the hurt with the best of 'em.