This is a weird enough topic that it deserves a separate thread, so let's do this like buddhists.Longes wrote:In SR3, how do magicians vs shamans play out and how well do aspected work?
First of all, SR3 has a game engine where things become more difficult by having higher target numbers, but you get more skilled by rolling more dice against that target number. As target numbers get high, the amount of dice you'd need to roll to have a reasonable chance of success rises exponentially, while dicepools people actually get rise slower than linearly (as each new die costs more than the one before it). So while the system is theoretically open ended, in actual practice it's relatively easy to push difficulties to "go fuck yourself" levels and no competence you'll ever see, even on Great Dragons, is going to meaningfully interact with any task outside that range. It's very weird, and the designers didn't understand the limits of their math engine so there are a lot of ways to break the game around the edges of the RNG.
But we're here to talk about the different flavors of magic users. And in SR3, the different kinds of magic user were very different. And I mean like "you might think they were literally designed for a different game altogether" different. The types of magic users anyone cares about are Hermetics, Shamans, and Voodoo Houngans (yes, really). And there are two packages you can buy: Full Mage, and Aspected Mage. Full Mage costs more and you get the total package of every kind of magic that a magic user could potentially use, and Aspected Mage costs somewhat less chargen resources and gives you your choice of one of several different weirdly defined subsets of the magic abilities and gives you more starting points to buy spells and sundry shit. Therefore, obviously, if you can find the killer app where get exactly the magic power options that you ever intend to use, the Aspected Mage costs less and gives you more. On the other hand, there are a lot of magic powers you could potentially invest in and a lot of them are pretty awesome, so Full Mage was never a bad life choice.
But now let's talk about the three branches of magic. Technically there were others, but they were either pointless and redundant (German Pagan Idolatry, for example) or NPC only (like the Bug Mages, the Toxic Shamans, or the Irish Reincarnated Elf Druids). Technically the Wuxing were different enough that you'd notice, but only barely and you have never played with anyone who has played one of those. Voodoun was available only in expansion books and was weird enough that not every Mister Cavern would let you play one, so we'll get into their weird ass corner of the Shadowrun universe in a later post. For now we'll talk about the two that were in the original big blue book: Shaman and Hermetic. Shamans have two things going for them: they get to have a Totem that gives them bonuses and penalties to (for the most part) different kinds of magic; and they summon spirits for free in a single standard action. Hermetics have one thing going for them: they get to spend a fuck tonne of money and a really long ass time summoning spirits, but they can call up as many spirits as they want from the ones they've already summoned.
So, Shamans. Their spirits are tied to the domains they are summoned in and vanish the next time the sun rises or sets. And Shamans can only have one spirit at a time. You might as well chew through your spirit services like they were pizza vouchers because you're going to lose your spirit and have to summon a new one if you go into someone's home (a domain shift), or the sun rises. On the plus side, you can summon a new one in a second, and though drain gets pretty fucking intense if you try to summon big spirits, you can throw around services from little spirits all day long. Any Shaman with access to conjuring (which is to say: any full mage that is also a Shaman) will be called upon to throw low end spirit services around like mad. And some of those are quite good, as for example Movement and Concealment have some pretty drastic effects even at force 3. The other thing they have besides being a low end spirit service ATM for the entire team is that they have Totems. Most Totems give you a bonus to one or two categories of spells and penalties to some other one. Since this is a game where you choose to buy or not every single spell your character knows, this is a huge advantage even before we get into the subtle fact that the Totems are in no way remotely balanced. Simply put: if you are a Shaman whose Totem gives you a bonus to casting Illusion spells and a penalty to casting Combat spells, you are going to just do that, because like in any system where there are an arbitrary set of spell categories you can do just fine with only ever using one or two if you just grab spells that are awesome or versatile from your favorite category. Note this means that if you want to be a spellcasting specialist, you will very definitely want to be a Shaman, because obviously.
Hermetics have no bonuses or penalties, which since you select your spells and skills by buying them with points rather than rolling them on charts or whatever means that Hermetics are flat worse at casting spells. They can use spells from any category, which is a thing, but it's a pretty minor thing. Furthermore, summoning a spirit takes hours of game time and thousands of Nuyen. A Hermetic in a "low money" campaign is basically not even playable. And they simply cannot do the job of spirit power spamming that Shamans can. However the big deal for Hermetics is that you summon your spirits into Pokeballs and you can have several Pokeballs concurrently, and all of your spirits can be out of their pokeballs at the same time. And here's the really really big deal: you pay drain for conjuring when you put spirits in to Pokeballs, and pay absolutely nothing to pop them out. This means that you can afford to fuck around with spirits that are very much bigger than what Shamans can do - you are required to make your summoning rolls during downtime, which means that any drain that is less than lethal is flavor text. Also, any encounter brutal enough to warrant popping one elemental spirit out of its pokeball is probably nasty enough to justify using two spirits - or five. A properly played Hermetic might seriously not use any spirit services for an entire adventure, but when they let their hair down they go all Phoenix Force on your ass.
Obviously, your mileage will vary. Depending on how you play, either or both of the Hermetic and Shaman could be stand out all stars.
-Username17