Question Regarding Magic, Arcane
Posted: Wed Sep 24, 2014 11:41 am
Hey all! First time poster here, but my friends said the boards were very friendly and often frequented from the bigwigs in the system themselves. A brief history: I am a writer, and naturally am the GM for my player's group. We have done a lot of different systems (started in Old White Wolf, did Pathfinder, the new Star Wars, etc), and our most recent game was an alternate version of Shadowrun set in Japan. Being a long time anime fan I decided to try and give Shadowrun a more anime feel. At any rate, the latest edition of Shadowrun is just mind bogglingly terrible. It plays like three separate games and probably has the worst edited rule book I've ever had the misfortune to use. So I was GOING to houserule the poo out of it, and started proposing changes, and one of my players said "So...basically you just made OVA". I looked, and sure enough, I had! So now we're converting characters to OVA and having loads of fun. We just had our first session last night, and I had a possible problem I'm hoping to get clarified.
Most broadly, there doesn't seem to be any suggested limitation on the number of unique "attacks" a player can generate, so long as they use the perks and flaws etc. But the actual number of them seems limitless. Also, in creating new attacks, as they level up, are they simply permitted to just make new attacks at will? (Obviously coming from a restrictive structured system like Shadowrun, the players are a little bit like kids in a candy store with abilities). Is this something the rules expect each GM to limit with a house rule? Or am I missing something there?
More specifically, and here's the Arcane Magic question, it seems like Arcane Magic is pretty unbalanced to me. Obviously I have players coming in from Shadowrun, so they took Arcane Magic, and literally, as the rules are written, seemed to be able to do any things they could think of. They could design attacks and spells on the fly, and really just do as they pleased without limitation (save endurance costs of course). What ended up happening was the two players with high arcane magic ended up spending the entire combat just designing spells and wildly altering the entire context of the encounter. They had fun with it, so on the one hand that's a win, but as a GM, I can see designing balanced encounters for that ability would be REALLY hard.
Am I missing the limitations inherent in arcane magic? Or is it intended to be a "do anything as long as you've got the endurance" ability? Is it expected to be balanced by house rule? Or am I missing something? Both players invested heavily in the skill, and took it at a 4, just as a note. (It occurs to me it could be more balanced at lower levels maybe)
We love the system. I'm very jealous I don't get to be a player in it, actually. I just want to make sure we have the appropriate balance points to make sure everyone has fun in the long term. Cheat code abilities are fun in the short term, but tend to make a game feel boring over time, in my experience. Thanks in advance for any input!
Most broadly, there doesn't seem to be any suggested limitation on the number of unique "attacks" a player can generate, so long as they use the perks and flaws etc. But the actual number of them seems limitless. Also, in creating new attacks, as they level up, are they simply permitted to just make new attacks at will? (Obviously coming from a restrictive structured system like Shadowrun, the players are a little bit like kids in a candy store with abilities). Is this something the rules expect each GM to limit with a house rule? Or am I missing something there?
More specifically, and here's the Arcane Magic question, it seems like Arcane Magic is pretty unbalanced to me. Obviously I have players coming in from Shadowrun, so they took Arcane Magic, and literally, as the rules are written, seemed to be able to do any things they could think of. They could design attacks and spells on the fly, and really just do as they pleased without limitation (save endurance costs of course). What ended up happening was the two players with high arcane magic ended up spending the entire combat just designing spells and wildly altering the entire context of the encounter. They had fun with it, so on the one hand that's a win, but as a GM, I can see designing balanced encounters for that ability would be REALLY hard.
Am I missing the limitations inherent in arcane magic? Or is it intended to be a "do anything as long as you've got the endurance" ability? Is it expected to be balanced by house rule? Or am I missing something? Both players invested heavily in the skill, and took it at a 4, just as a note. (It occurs to me it could be more balanced at lower levels maybe)
We love the system. I'm very jealous I don't get to be a player in it, actually. I just want to make sure we have the appropriate balance points to make sure everyone has fun in the long term. Cheat code abilities are fun in the short term, but tend to make a game feel boring over time, in my experience. Thanks in advance for any input!