Pepsi Jedi wrote:Killer Cyborg wrote: Pepsi Jedi wrote:Killer Cyborg wrote:Pepsi Jedi wrote:Non mage players have no problem with it what so ever. lol But still, it's there for game balance. It's there because SOME people, were twinkin' out in heavy armor and pointing to the "Preference" instead of 'Enforced rule" as to why they could. I.E. they were abusing the game because the rules were not definitive enough. So they made the rules more strict and definitive. These are the same guys that pull anti tank weapons off and use them as personal firearms and go "Well the rules don't say I can't".
That's the sort that got the mage/armor rule made more strict.
And that's the sort of player that won't care.
So the "solution" does nothing to fix the "problem."
I was going to go point by point again but it boils down to the above.
It solves the problem if people play by the rules and the game as intended by the creators.
And if people did that, there wouldn't be a problem in the first place.(for that matter, we're only going on your personal opinion that there was a problem to begin with).
Actually no. If you read this thread bunches of people ignored it and still do. lol Including yourself it seems.
I've read this thread.
Feel free to point out the "bunches" of people who ignored the original rules.
And feel free to explain why you think that I'd be one of them.
Killer Cyborg wrote: The book tells you that the MDC alloys interfere with the flow of PPE and interferes with the ability to cast spells. There's not a dissertation on it. It's a simple statement when addressing the armor. On 188 RUE it goes into it. Saying that it has a strange effect on the channeling of the mystic energy.
Yes, and that notion comes out of a vacuum- nothing in the previous rules (before SoT or BoM or the rule came originally) indicated any such thing, or anything remotely like it.
Not for nothing, but so?
So the existence of a rule does not justify the rule.
So when you try to use the current rules' existence to justify the rules, you're not doing anything useful, productive, or interesting as far as this conversation goes.
You're not going to convince any thinking person with that argument, because it doesn't actually justify anything, nor explain anything, nor present any new information.
So don't bother.
Killer Cyborg wrote: And nothing anywhere else in the rules has any consistency with this. You don't have trouble casting spells when you're in an MDC vehicle, for example.
Because the MD vechile isn't right up against your skin.
And why would that matter?
You may note that the rule DOES count against power armor.. which is right against you and touching you all over.
Care to quote the passage that describes power armor as "touching you all over?"
Killer Cyborg wrote:
And, again, it's just as random as if they decided that natural materials interfered. Or if the presence of animals did. Or if the mages had to be wearing a beer hat.
It's a rule that doesn't fit with the rest of Palladiums rules on magic.
You're acting like it's new though, it's not. It's a clairification of something from the start. And it makes sense if you see mages as something other than just a list of numbers nad list of spells.
I see no truth in anything you have just said.
It is new.
It is not a clarification, it's an outright change.
It makes no sense from any angle that has been presented so far.
Killer Cyborg wrote: If more than 50% of the body is covered, you're assessed a +20% cost penalty on the PPE spent. and you have to roll on the table there, which can reduce damage, duration, or range, or range AND duration, by up to 40%.
Those, in my mind are significant penalties that are in the game to 'solve' the mages 'ignoring' the light armor usage.
IF so, that must be because you don't play mages.
For one thing any TW device ignores the penalties for armor, so it's only proper spellcasting that's an issue.
Because, as explained, it interfears with your ability to channel your magical energy.
Not really addressing anything that I said there.
It doesn't address your inexperience with actually playing mages.
It doesn't address the fact that any TW item can bypass the limitations entirely.
I'm guessing that it's supposed to address the mention that the limitations only affect proper spellcasting, but since I wasn't asking a question, and you're not presenting new information, your response is meaningless.
Killer Cyborg wrote:
More importantly, the penalties doen't really matter.
+20% cost on PPE means that a spell that costs 10 PPE now costs 12 PPE.
Big whoop.
And one that cost 100PPE now is 120PPE... yes. Big whoop. It might not slow down your piddly little dinky spells but the ones that take more are inflated by a fifth.
Explain why you think that would be a big whoop.
Because I've already explained why, from low-level spells to high-level spells, it simply is not important as a rule.
Killer Cyborg wrote:
A Ley Line Walker in RUE starts off with 3d6x10+20+PE PPE, so an average first level LLW has 135 PPE.
Wearing the proper armor, he can cast Fire Bolt (for example) 19 times.
Wearing the wrong armor, he can only cast Fire Bolt 16 times.
Believe it or not, that extra three castings isn't going to matter 99.99% of the time.
Most mages don't actually deplete their PPE reserves on anything resembling a regular basis.
Of course not... it's when they get to 110 or so and suddenly 'Are" out because that 20% hit... and they NEED those extra three fire bolts to finish off the enemy, and have nothing to throw but harsh language.
Right.
So it only matters in situations that I have never, ever seen happen, in 20+ years of playing Rifts.
This is my point.
It's not any kind of regular situation.
Mages don't regularly deplete their PPE down to dangerous levels.
Or more accurately when they hit that point and need 6 or 10 more firebolts to finish off the enemy because so many of his previous ones were up to 40% weaker.
By "so many of his previous ones," of course, you mean 10% of 20% of the total number cast.
So in a scenario where a mage casts Fire Bolt 16 times (due to the PPE cost from wearing armor), he could expect to have his damage reduced .32 times.
If you do the math, you should notice that this is actually less than one time.
What's more, on low level spells, the penalties literally do not matter at all.
Globe of Daylight has a PPE cost of 2.
120% of 2 is 2.4, which rounds right back down to 2 again.
Which means that there is ZERO difference cost-wise between casting that spell wearing LLW armor and wearing Heavy Deadboy.
So we're ignoring the Range reduction, damage reduction and duration reduction as well right?
I'm guessing that you didn't bother to read the whole post before responding?
Or that you DID, but had no relevant objection to the point that I'm making here, which is that the additional PPE cost literally makes no difference at all with low level spells?
Because I address the other penalties later.
Right now, in this part, I only address what I'm talking about, the reasons why the PPE penalties are insignificant.
Killer Cyborg wrote: Now you're thinking that high level spells are probably where it makes a difference.
Say you're spending 600 PPE on Teleport: Superior, wearing the wrong armor would bump that up to 720, a full 120 PPE!
Big whoop.
In order to cast that kind of spell, a mage has to have extra PPE coming from somewhere anyway: ley line nexus, blood sacrifice, borrowing from other people, or a crapload of talismans, etc.
And I can't think of ANY of these methods where getting an extra 120 PPE would be significantly harder than getting the initial 600 to begin with
In battle. Where it matters.
You don't cast spells that cost 600 PPE in battle, not unless you've properly prepared ahead of time by putting the spell on a scroll (in which case the additional cost would already be paid, and therefore not matter), or by stocking up on enough PPE batteries that you have plenty of energy, in which case the additional cost wouldn't matter.
And it'll add up, as above with your fire bolt example.
Exactly. It'll add up just the same: insignificantly.
It's nnot a vaccume. You have ---everything--- costing 20% more. which means you're basicly only have 80% of your 'magical ammo'.
Sure, but 80% of "infinite" is still "infinite."
And there is an infinite supply of PPE that a mage can use.
The only limit is how much he can hold at one time, and I've already described why reducing that by 80% isn't going to matter.
But what the hell, let's look at it one more time.
Under the original rules, a LLW could expect to have 2d4x10+20+PE PPE at first level
That's an average of 80 PPE.
Under the new rules, a LLW can expect to have 3d6x10+20+PE PPE, for an average of 135 PPE.
Stick this guy in heavy armor, and he effectively drops down to 108 PPE... which is still 28 PPE more than he would have had originally.
So... where's the penalty in that?
Also, his PPE is only effectively nerfed in regards to incantations.
He still has the exact same amount of PPE to use to recharge/activate TW items, or to share with other mages, or to use special OCC/RCC powers.
Add that in with up to -40% damage,
... that only happens 25% of 20% of the time.
so for every 100 times you cast a damage spell, you can expect 20 of those times for the damage to be nerfed by some degree, and only 5 of those times is the damage going to be nerfed by the 40% that you seem to think is such a huge deal.
But yeah... that 1 in 20 times, it can possibly be inconvenient.
Or not, depending on what you're doing when it happens.
Mages don't generally want to get up and mix it up with things...
Source?
Killer Cyborg wrote: As for the other penalties, take a look at that table again and do the math.
There's a 20% chance that no penalties kick in.
There's a 20% chance each that damage/effects OR duration OR range OR range + duration are affected.
No.... there's a 20% chance that no penalties kick in.
There's an 80% chance that one or more of them does. Yes it's 20% each... but you're breaking it down to try and make it look less than it is. There's an 80% chance that you get screwed with one or more of the penalties.
No, I'm breaking it down to show it how it is.
Yes, there's an 80% chance that something happens... but that "something" could well be something that doesn't matter.
Like nerfing the damage on Magic Net.
Or nerfing the range on a Touch spell.
Or nerfing the duration on an Instant spell.
Killer Cyborg wrote: So you cast Fire Bolt, and what's the potential problem?
Well, range could be affected... but I've rarely seen anybody cast spells at maximum range, so that's not going to be a problem except in very rare cases.
It's up to 40%. It's going to come into effect.
Yeah... 1 in 20 times.
Not a big deal.
Killer Cyborg wrote: Damage could be affected, and that'd possibly suck... but there's only a 20% chance of that happening.
And it would suck, if your shots are -40% it's going to suck alot.
No, it only might potentially suck.
Because if you cast a Fire Ball at a target, and the target dodges, then it doesn't matter if damage is nerfed.
If the target is impervious to fire, it doesn't matter if the damage is nerfed.
If you happen to roll really high, say 20 MD, that gets nerfed down to 12 MD, which nets out as if you only rolled average damage, which isn't really a big deal.
If you happen to roll really low, then nerfing the damage further isn't likely to matter anyway.
Especially when you factor in the cost inflation. You're paying 20% mmore to get up to 40% LESS out of it.
I've already explained why the cost increase doesn't matter.
Killer Cyborg wrote: And in those 20% of case where you cast Fire Bolt and your damage IS reduced, it's reduced by 1d4x10%.
If you roll average damage for your Fire Bolt, that's normally 14 MD.
IF the damage ends up being reduced, that means there's a
25% chance that you instead inflict 13 MD (big whoop)
25% chance that you instead inflict 11 MD
25% chance that you instead inflict 10 MD
25% chance that you instead inflict 8 MD
Which means that the 20% of the time that damage being nerfed matters, it's not going to make a heck of a lot of difference about 75% of the time, IF that: remember, the GI-Joe rule means that small damage differences like this probably don't matter anyway.
It matters because it's possible each and every time.
In the same sense that rolling a natural 1 is possible every time.
It is, and it happens 1 in 20 times, and it can be significant from time to time... but it's nothing to worry about or agonize over.
Because it's really not a big deal overall.
Would a man at arms pick up a laser rifle that had 40% less range and 40% less damage, randomly and over all had only 80% ammo capacity? No. That'd be STUPID.
Actually, you're touching on another problem with the current rules.
If anything, they create an incentive for mages to avoid casting spells.
Because why compromise your ability to SURVIVE combat in order to cast Fire Bolt instead of just using a laser rifle?
That'd be STUPID.
Killer Cyborg wrote:
Or let's say that you cast Magic Net instead.
The range is normally 60', the damage is zero, and the duration is 30 seconds per level of the caster.
Right off, there's a 40% chance that the spell isn't affected at all, because you either roll the that no problems occur or that a problem with damage occurs.
Depends on your GM. Ours wouldn't allow you to dodge like that. Just like a fireball doesn't have duration, so if you roll that it defaults to damage or range, with this one not having damage, it'd default to duration or range.
Your house rules are irrelevant here: we're discussing the actual rules of the game.
Killer Cyborg wrote:
20% of the time, range will be decreased. With a range of 60', this means that there's a 25% chance each time range IS affected of the new range being:
54'
48'
42'
36'
Most likely the first 6-12' isn't going to determine whether or not the spell hits the target, so there's only about a 50% chance that the range difference is going to matter, less if you take possible range issues into account when casting spells in the first place.
20% of the time, the duration is going to be reduced by 1d4x10%.
So instead of 30 seconds per caster level, the spell will instead last:
27 seconds
24 seconds
21 seconds
18 seconds
Per level.
At first level, that might make a difference, but probably not much of one since the people are still going to be immobilized for over a full melee round minimum.
And there's a 20% chance that both range and duration are reduced by 20%, so the spell will have a range of 48' and a duration of 24 seconds per level.
Which, again, isn't really going to matter the vast majority of the time.
But it's the times it DOES matter that kill ya.
Possibly.
Or possibly not.
And those times may well never happen.
That's the point. It's nnot an instant death sentence. It makes your magic very very unpredictable, and hard to plan for, and constantly overcharges you for what you're Attempting to do. Often with unknown frak ups. Your magic becomes a constant game of russian roulette. "Am I too far away? What if this spell fizzles halfway tthere? Or what if I throw it and it fizzels annd is only half as strong? What if my magic net can only hold them for one melee round (( 18 seconds) Instead of two ((30 seconds))?? I don't know.. this armor is frakin' me up.
Not in my experience.
In my experience, the rules don't really do any of that, because the changes to your spells are insignificant overall.
And, of course, because TW weapons and such are an easy bypass to potential problems.
Killer Cyborg wrote: Or say you cast a spell on yourself, something like Fly As The Eagle.
Damage isn't an issue, and range isn't an issue. The only element that could be affected that matters is duration.
So if you roll that duration alone is affected, that means that instead of 20 minutes per level, you get:
18 minutes per level
16 minutes per level
14 minutes per level
12 minutes per level
None of which is really likely to matter. If you cast the spell in combat, even at 12 minutes you're not going to have to worry about the duration running out on you before combat is long over.
I'd imagine it'd matter alot if you think you can fly for 20 minutes, and you're a few 100 feet up when it conks out at 12 and you fall to your death.
Sure, if your GM wants to rule that your character has no idea how his spell has been compromised.
Which IS a legitimate ruling... just as legitimate as ruling that the mage does know how it's been compromised.
Of course, to be safe, you can just recast the spell 12 minutes in, or take other precautions.
Remember, spells don't have count downs. OOC you know how long they last.
I can't remember what has never been written.
Of course, maybe it HAS been written, and I've missed it.
In which case you can probably cite the relevant passage from the books.
Killer Cyborg wrote:
For non-combat usage, like long-range travel, you're going to have to cast the spell multiple times anyway, at low level at least.
So I'd say there's something like a 10% chance of it mattering, in the 20% of the time that duration happens to be affected anway
Again that depends on if your GM lets you dodge the penalties by ignoring the rolls that don't apply.
Yes, it does depend on your GM using the actual rules of the game instead of house rules.
But short version. Yes, you'll cast more, and it's less economical. up to 40% less range at 120% cost.
Which, for reasons already explained, isn't likely to ever matter.
Killer Cyborg wrote:
None of the above is really an incentive to not wear normal body armor.
What IS an incentive for mages to not wear body armor is that now everything you do takes longer.
You can't just cast Fire Ball, then roll for damage.
You have to cast Fire Ball, then roll to see what (if anything) aspect of the spell is reduced, then you have to roll again to see by how much, and if those results might matter, you have to do the math to find out exactly what's going on.
And you have to discuss from time to time with the GM whether PPE cost is rounded up or down, and whether Mega-Damage should be rounded up or down, and other piddly little disagreements might arise because Palladium was (according to you) so offended at people ignoring the original rules that they came up with a bunch of useless and more complicated rules for those same people to ignore (not to mention a large number of other people who followed the original rules, but avoid the new mess that was created).
But remember, those that follow the rule, aren't effected, so it doesn't change their play one way or another.
No, those that follow the rules are affected any time they wear heavy armor.
Which, since there is no more real reason NOT to wear heavy armor than before the new rules, is going to be about the same percentage of people as before the new rules were added.
it --only-- effects those that choose to ignore it. As for those that choose to ignore it.. if they're inconvenienced.. well. Isn't that built in? Their mage is inconvenienced, and the player is as well. Double bladed sword there to try and enforce the rule.
The point above, if you read it, is that the mage isn't affected.
Only the player is affected.
Really, the entire gaming group is affected, since they have to sit through 2 additional rolls and various calculations, and possibly arguments, every time a mage wearing man-made armor casts a spell.
Killer Cyborg wrote: Ignoring it is just like ignoring the fact that crazies are crazy, and juicers die in a few years. You certainly CAN. It's just not what the designers have in mind. If so they wouldn't have it specifically addressed in the book.
Except that going insane or dying are actual significant penalties that matter.
Possibly sometimes having your spells nerfed in ways that probably won't matter is not.
120% cost with possible 60% return is significant.
Correction:
120% cost is insignificant.
Only getting a 60% return is
possibly significant, in some of the 1 in 20 times that it's a factor at all.
Killer Cyborg wrote:I understand mages don't LIKE it, but it's a purposeful built in rule that purposefully limits the mage's ability to suck up damage. To keep the mages "Squishy".
a) To what end?
b) It fails to accomplish it's goal.
120% cost, 60% return. I think it accomplishes it quite well.
You are wrong, for the reasons already explained in detail.