In the Game level thread some one mentioned that the critter power "Immunity to Normal Weapons" had been updated. Can any one confirm this as I have not found any errata on the power. As it appears in the original hard copy SR4 main book it simply says that the power grants an immunity equal to twice its magic rating. That weapon DV's that come in below this do no harm. It says nothing about adding in extra successes or modifiers for burst or full auto. Any help would be appreciated.
Well, the Immunity entry tells us that ItNW works like Hardened Armor, the entry for which tells us to use the modified DV. So really what we're looking for is the section where it says the modifications to DV from burst/auto fire don't count towards the modified DV. I'm looking for that part.
There appears to be no errata for the Immunity Power.
Errata 1.5 (the latest) is available here:
http://www.shadowrun4.com/wordpress/?p=157
Ther Immunity power appears on p.288 and spills over to p.289, and there is errata for Dual Natured on p287, then Psychokinesis on p290, so there appears to be no errata as of the most recent errata.
So the text in your book should be correct. Are you looking for a specific clarification? Can you give an example situation to interpret?
| QUOTE (Moon-Hawk) |
| Well, the Immunity entry tells us that ItNW works like Hardened Armor, the entry for which tells us to use the modified DV. So really what we're looking for is the section where it says the modifications to DV from burst/auto fire don't count towards the modified DV. I'm looking for that part. |
| QUOTE |
| Note that his DV modifier does not apply when comparing the DV to the armor rating. |
Right. There it is. Thanks Frank!
Stormdrake: All sorted out?
slight derail:
Our group found the hardened armor rules to be too wonky... the all or nothing approach did not do well.
We instead proposed this idea:
when something has hardened armor it gets a number of automatic hits applied to the damage resistance test equal to 1/2 its rating (round UP) the other half of the dice are rolled as normal
So far this has worked well for us, vehicles and the like are very tough but do not need rocket launchers (or gunslinger adepts) to scare. Spirits are still a little tough but then again a high force spirit is supposed to be scary.
Example:
| QUOTE (lunchbox311) |
| Thoughts? |
Just a follow up to this. I ask it because my players will, lol. If the DV + successes are greater than the critters hardened armor rating is the armor then negated or does the critter still get to add all the dice from the hardened armor into its damage resistance rolls? I can't see why it would be negated but figured I would ask.
Yeah, if (base DV+net hits) is greater than the hardened armor rating, then the hardened armor is treated exactly like normal armor, and is rolled along with Body to resist (base DV+net hits+autofire modifiers)
edit: Unless you're doing it lunchbox311's way. I think his/her way is a good way and I'll probably start using it, but as with all house rules I recommend you do it "right" and see how it goes before you go fiddling with things.
They still get Body + Armor for resistance tests.
The critter still gets to roll its armor even if the DV is greater than it. In fact, if the armor is hardened, that's the only time that the critter needs to roll as the hardened armor will, otherwise, negate the attack!
@lunchbox311
I like that. My way was always to subtract the hardened armor rating from the DV and roll it all making vehicles and hardened critters very, very dangerous, but I think I might play around with your method for a bit and see if I like it better.
| QUOTE (Dashifen) |
@lunchbox311 I like that. My way was always to subtract the hardened armor rating from the DV and roll it all making vehicles and hardened critters very, very dangerous, but I think I might play around with your method for a bit and see if I like it better. |
I like it...I have spent way too much time scratching my head as my players shot up an armored vehicle. Thinking that 10 hardened armor was safe and then them turning it to swiss cheese in a single IP...the all or nothing aspect really does suck.
I've been doing it like lunchbox's for some time, but not rolling the other half. Made AP very very good, and seemed to work rather well.
But I do like lunchbox's suggestion, seems like it'll make spirits poof a bit less when exposed to high end weaponry.
-Frank
I like it, too. Nice approch, though we shall wait for what Arsenal brings right now.
So, for lunchbox's rules (or those who use a variant) ...
What figure do you use as a base to see if the attack actually bounced?
For example, assuming a Force 5 Spirit, would you use 10 (double Force, as in the rules), 5 (its Force, and the base use for 'auto-hits'), or 5 + net hits from the other 5 dice (which I think would be interesting, in that it inserts an unknown element into the equation)?
I would have used the first, but the last is definitly more interesting.
I've always used the first option as well (double Force) mostly because it is indicated in the rules thusly.
One thing to remember about spirits and their Immunity to Normal Weapons is that it works like hardened armor against normal attacks, but is negated by magical attacks. So an adept attacking an air spirit with a weapon focus, for example, will do normal damage, and in addition, the air spirit doesn't get any of that "armor" to roll to resist the attack with.
Are you sure? I always just assumed that by negating Hardened Armor, it became just "normal" armored.
Yeah. Immunities are pretty strictly limited. Immunity to fire doesn't do a thing against electrical attacks, so immunity to normal weapons shouldn't do anything to stop magical attacks. Relevant quote from pg. 288, with emphasis:
| QUOTE |
this immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers). |
...so this means if the Short One (#99) whacks at a spirit with her WF Katana, it only gets to roll it's effective Body to soak the damage?
| QUOTE (Glyph) | ||
Yeah. Immunities are pretty strictly limited. Immunity to fire doesn't do a thing against electrical attacks, so immunity to normal weapons shouldn't do anything to stop magical attacks. Relevant quote from pg. 288, with emphasis:
|
| QUOTE (Cardul @ Jan 17 2008, 06:02 PM) |
| If I have bonelacing, and I punch something with immunity to normal weapons, then, it does not get its immunity, because my hand while, sure, is hitting harder because it has metal nt bone in there, is not a weapon! |
| QUOTE (Kyoto Kid) |
| ...so this means if the Short One (#99) whacks at a spirit with her WF Katana, it only gets to roll it's effective Body to soak the damage? |
WF are brilliant!
Adding thier Force as dice to your attack, which should result in extra damage.
The Astral stuff and being able to wack creatures on the Astral Plane with one when perceiving is just gravy.
It's all about the extra dice to hit!
| QUOTE (Fortune) | ||
Only if you also possess Killing Hands. A fist, even a fist lined with bone lacing, is still considered a normal weapon, just like it would be if it were a cyberlimb or packing brass knuckles. I think you may have missed the part where it mentions that ItNW applies to pretty much everything non-magical. |
| QUOTE |
| I think if could actually be cool to face something that you shoot multiple times, and it shrugs off, but Bob the Troll gives it a massive uppercut, and you hear bones crack... |
| QUOTE (Stahlseele) | ||
allways been like that, will allways be like that . . and it is good that way ^^ |
it IS a cool image . . but only adepts with killing hands get to do that to ghosts, everybody else does attack of will or however that is called.
that uses i think willpower for strength or something like that.
| QUOTE (Cardul @ Jan 17 2008, 09:17 PM) |
| Simple fact is: I can go on a plane and keep my hands(for now), so they are not weapons. |
in fact, if you are a Boxer or Karate-Ka or Judo-Ka or any such thing, your Hands and feet at least, if not your whole body, are actually considered a lethal weapon . . if you happen to get involved in a brawl you're in deep shit if there's no proof of you acting in pure self defense . . i know a barkeeper, he's been a price boxer once and is big and strong and still training . . he does not defend himself because once when he did that he got into more trouble than the guy who attacked him exactly for that reason . .
| QUOTE (FrankTrollman) | ||
Yes, exactly. Now you get to ask: Why would people have Weapon Focus Katanas? And honestly I still can't answer that. Weapon Foci bypass Immunity to Normal Weapons and Regeneration and I still don't care. -Frank |
| QUOTE (Stahlseele) |
| n fact, if you are a Boxer or Karate-Ka or Judo-Ka or any such thing, your Hands and feet at least, if not your whole body, are actually considered a lethal weapon . . if you happen to get involved in a brawl you're in deep shit if there's no proof of you acting in pure self defense . . i know a barkeeper, he's been a price boxer once and is big and strong and still training . . he does not defend himself because once when he did that he got into more trouble than the guy who attacked him exactly for that reason . |
yes, let's end this with the words:"your hands are not magical weapons, your hands are usual weapons . . at least if you are not an adept with killing hands or something similar . . and you know why? 'cause the books say so!" *g*
| QUOTE (Fortune) |
| So, for lunchbox's rules (or those who use a variant) ... What figure do you use as a base to see if the attack actually bounced? For example, assuming a Force 5 Spirit, would you use 10 (double Force, as in the rules), 5 (its Force, and the base use for 'auto-hits'), or 5 + net hits from the other 5 dice (which I think would be interesting, in that it inserts an unknown element into the equation)? |
...makes that PJSS with EXEX (or APDS, if you can get it) a lot more worth the cost.
| QUOTE (lunchbox311) |
| We use the 5+5 Force 5 spirit has 5 auto hits meaning ANY attack doing 5 or less does no damage. Since the spirit gets 5 more dice to doll it can possibly shrug off a couple more, (statistically almost 2 more,) meaning there is a neat level of unknown potential for a situation. |
My players will be fighting spirits this Saturday, I think I'm going to try this new rule. Not that it's needed, really. Freaking crazy troll adept.
Chris
| QUOTE |
| Freaking crazy troll adept |
...I would think if an adept also had Missile Mastery it would.
| QUOTE (Kyoto Kid) |
| ...I would think if an adept also had Missile Mastery it would. |
I don't see anything that says Missile Mastery or Power Throw do anything by themselves or in concert to overcome ItNW.
wasn't missle mastery the ability to snatch thrown things out of thin air? or was that missle parry? @.@
but yeah, think about it, this one power imbued the projectile with some energy from the adept to raise the damage von light to moderate in SR3 for example . . i think that would be a valid question O.o
...don't have my sourcebook PDFs with me at the moment, but I thought there was something about items thrown by someone with Missile Mastery affecting targets with immunity to normal weapons. I could be in error.
As for Power throw, that just increases the DV of the attack the same as Critical Strike does for unarmed melee.
There's a perfectly fluff reason why hands are normal weapons. It's the mojo or will behind the attack that makes not normal. So your hands aren't actually doing the damage to a spirit. Yes you take your hands with you to astral, but you replace your strength with charisma. If you are not projecting then you make the force of will attack, but not strength.
I would not allow missile mastery to get past immunity.
A) most magic is severed once an item leaves the person. (see enchanting firearms)
B) I would see missile mastery more as a velocity, angle, trajectory than an enhanced missile.
Power Throw + Missile Mastery + High Strength will generally penetrade ITNW just based on the gross level of damage a thrown weapon will inflict.
| QUOTE (lunchbox311) |
| Our group found the hardened armor rules to be too wonky... the all or nothing approach did not do well. Thoughts? |
| QUOTE |
| I would not allow missile mastery to get past immunity. A) most magic is severed once an item leaves the person. (see enchanting firearms) B) I would see missile mastery more as a velocity, angle, trajectory than an enhanced missile. |
| QUOTE (Stahlseele @ Jan 18 2008, 08:20 AM) |
| ... i would ask why the thrown weapon does more damage if any magical effects just simply stop when the thrown object is leaving the hand of throwing adept . . |
| QUOTE (Fortune) | ||
Because the Adept's magic affects his aim and ability with the weapon. It does not make the throwing weapon magic in and of itself. Ranged magical weapons do not exist in Shadowrun. It is one of the core foundations of the magic system. |
| QUOTE (Stahlseele) | ||||
i know that bit about there not being any magical weapons in SR of course . . i'd just think that to improve his aim and ability with said weapons would come from improved attribute(whatever is used with throwing) and improved skill(throwing weapon) . . so what exactly does missle mastery DO? |
Allows you to throw non-weapons with the same type of skill. As an added bonus, it also grants a damage bonus for those thrown objects that are already considered missile weapons.
Also ... see my edit above.
ok, because it would be out of context forget about me asking WHAT and imagine i edited it to say HOW does it do that you nitpicks *grumbles*
| QUOTE (Stahlseele @ Jan 18 2008, 08:33 AM) |
| ok, because it would be out of context forget about me asking WHAT and imagine i edited it to say HOW does it do that you nitpicks *grumbles* |
and again, i'd say that that was what attribute and skill/training and experience are supposed to do . .
What skill training allows you to consistently pick up pretty much any portable object and effectively use it as a weapon ... every single time? We are talking about anything from a paper clip to a playing card to a tooth brush to a bowling ball ... every single time.
Missile Mastery is on top of any skill involved with throwing normal weaponry.
I understand that there are people in the real world that can do this type of thing with one or two, or even four or five different objects, but an Adept with Missile Mastery can pick up anything and use it as effectively as a mundane person trained to a similar level of skill uses a throwing knife.
i'm probably just arguing to be arguing and arguing semantics . . but shouldn't power-throw be the thing that makes things just do more ouchies when thrown by you?
anyone can pick up basically anything to use as a weapon . . yes, the street-samurai can actually do that too . . so he is using a hair-ping . . if he is that frigging good he can stab you in the heart or something with it . . there's rules for the improvised weapons somwehere as far as i remember . . let's say power-throw does the thing about ballistics and aerodynamics to add just more oomph to the thrown object than you would get out of it purely by skill and attribute . . then what/how does missle mastery actually do to let it do even more ouchies without actually changing anything at all?
| QUOTE (Stahlseele) |
| i'm probably just arguing to be arguing and arguing semantics . . but shouldn't power-throw be the thing that makes things just do more ouchies when thrown by you? |
| QUOTE (Stahlseele) |
| anyone can pick up basically anything to use as a weapon . . yes, the street-samurai can actually do that too . . so he is using a hair-ping . . if he is that frigging good he can stab you in the heart or something with it . . there's rules for the improvised weapons somwehere as far as i remember . . let's say power-throw does the thing about ballistics and aerodynamics to add just more oomph to the thrown object than you would get out of it purely by skill and attribute . . then what/how does missle mastery actually do to let it do even more ouchies without actually changing anything at all? |
I think that ultimately we don't really know what missle mastery does. It's not well described and anything we say (using aerodynamics, incredible skill, etc.) is just conjecture on our part. So we can't say definitively if this is magical in nature or not. I've been unable to find any related texts that support the idea that MM imparts magical properties on a projectile. There is circumstantial evidence supporting the idea that the projectiles are not magical, in the statements about weapons foci, etc.
Depending on whether you're a strict constructionist (nothing allowed unless expressly stated) or a loose constructionist (everything allowed unless expressly forbidden) you might see this as a loop-hole to hand-wave that these projectiles are magical and therefore bypass immunity. In my mind (and my game, if I had one), the projectiles would not be treated this way.
I have always assumed that Missile Mastery was basically like an extended distance strike in that it basically punched outward and negated friction for an object. Because if you could negate air resistance, then you could throw any object of a given size just as well as any other given that it fit in your hand well.
Improved Thrown Weapons would allow you to plot trajectory and Power Throw is basically magic velocity boost.
That is the only way I can think of it working and not make my head hurt.
Chris
Really doesn't make a difference how the magic works (It's Magic!). It is only important to know (in this discussion anyway) that none of the Adept Powers would instill any sort of magical nature or power to the actual weapon itself. The thrown weapon, regardless of powers used, will always be non-magical.
I know, Fortune, but as a scientist at heart, it kills me to leave something unexplained if I can figure something out.
Chris
now i wonder if the electric elemental effect one can chose for his hands would work through a weapon that consists of a good conductor such as metal O.o
| QUOTE (Stahlseele) |
| now i wonder if the electric elemental effect one can chose for his hands would work through a weapon that consists of a good conductor such as metal |
so swords, lead-pipe-clubs, knives, daggers, metal-chain-whips and pole-arms ? O.o
that's what i meant *g*
and just to irk you and because i have no idea of physics other than the ouchies going away from me . . metal thingies that get thrown? *runs*
| QUOTE (Stahlseele) |
| so swords, lead-pipe-clubs, knives, daggers, metal-chain-whips and pole-arms ? O.o that's what i meant |
| QUOTE |
| and just to irk you and because i have no idea of physics other than the ouchies going away from me . . metal thingies that get thrown? *runs* |
| QUOTE (DTFarstar) |
| I know, Fortune, but as a scientist at heart, it kills me to leave something unexplained if I can figure something out. Chris |
I´ve ruled that the "unarmed weapons" work, because the player in question wanted a weapon focus.
Based on that experience I strongly suggest keeping the ban of real weapons from a game balance POV. Unless you want WH40k style power swords to go with your Arsenal powered armor. Max. strength, Elemental Attack(Electricity), weapon-focused Combat Axe...
| QUOTE (Ryu) |
| I´ve ruled that the "unarmed weapons" work, because the player in question wanted a weapon focus. Based on that experience I strongly suggest keeping the ban of real weapons from a game balance POV. Unless you want WH40k style power swords to go with your Arsenal powered armor. Max. strength, Elemental Attack(Electricity), weapon-focused Combat Axe... |
@KK - That has actually come up before, and while my grasp of the subject is probably much weaker than yours as it was just an academic curiosity that I satisfied at one point, the basic ruling I came up with is that for a spirit on an orbital or sub-orbital flight using it's movement power one point of force has to be used in stabilizing/centrifigal motion for every point of Force used to speed the shuttle forward. It's not great... but it's better than sub-orbital flights exceeding the speed needed to leave earth's gravitic field. It also neatly takes care of the "Why doesn't it fly off into space at the higher speed?" question by making it basically accelerate the motion due to gravity by the same factor it accelerates the forward motion.
Chris
EDIT: Have I ever mentioned I can derail any thread with little to no effort? How the hell did we get here?
...I think I threw the piece of rebar on the track first.
I'm sticking to the real physics when it comes to space in my campaigns. One of the few places where I don't have to deal with magic screwing with an elegant system. Damn, us hard science minded types need a little haven from the improbable once in a while.
[/derail]
| QUOTE |
| Damn, us hard science minded types need a little haven from the improbable once in a while |
Just to throw in my 2 cents, its magic, who cares how the magic works, it just does. We don't talk about how mages are able to cast a lightning bolt, so why care about how an adept is able to throw packing peanuts for damage. It works, the end. And since the weapons merely are stated as doing (str/2)P then they aren't magical, since it doesn't say they are.
| QUOTE (Tarantula) |
| Just to throw in my 2 cents, its magic, who cares how the magic works, it just does. We don't talk about how mages are able to cast a lightning bolt, so why care about how an adept is able to throw packing peanuts for damage. It works, the end. And since the weapons merely are stated as doing (str/2)P then they aren't magical, since it doesn't say they are. |
| QUOTE (Carver) |
| I now want to make a throwing adept that carries around a bag of cotton balls... |
make a female and have it look like an old granny so she can carry hair-pins and knitting needles around O.o
Make a huge troll with a filthy dredlocked beard that has colonies of bugs living in it, and throw them.
| QUOTE (Stahlseele) | ||
you forgot the e in heaven *g* |
| QUOTE (Tarantula) |
| Just to throw in my 2 cents, its magic, who cares how the magic works, it just does. We don't talk about how mages are able to cast a lightning bolt, so why care about how an adept is able to throw packing peanuts for damage. It works, the end. And since the weapons merely are stated as doing (str/2)P then they aren't magical, since it doesn't say they are. |
| QUOTE (Kyoto Kid) | ||||
...did not Haven n. 1. A harbor or anchorage; a port. 2. A place of refuge or rest; a sanctuary. |
...I'm known to be ruthless sometimes.
| QUOTE (Kyoto Kid @ Jan 19 2008, 03:01 AM) | ||
...you and me both. Got into a really heated debate a while back on the subject of Spirit movement on Orbital and suborbital vehicles. iIve studied aerodynamics and aerospace science and was frustrated at getting the "its magic" handwave in response. |
...it's just that I've heard the phrase used so many times (not only here on DS) that it has come to the point of it becoming somewhat cliché. When it is applied in the context of dealing with a natural physical effect (not in this thread so much) the empirical part of me winces sometimes.
| QUOTE (DTFarstar) |
| I have always assumed that Missile Mastery was basically like an extended distance strike in that it basically punched outward and negated friction for an object. Because if you could negate air resistance, then you could throw any object of a given size just as well as any other given that it fit in your hand well. Improved Thrown Weapons would allow you to plot trajectory and Power Throw is basically magic velocity boost. That is the only way I can think of it working and not make my head hurt. Chris |
You could of course rule that the Spirit movement power works on orbital items by focusing all available ions/energy into a thrust vector, causing the vehicle to speed up, rather than having the wasted energy bleed off in other ways. It could also magically enhance the output of the engine, causing the speed increase, though of course that one relies on the age old "it's magic!" to function...
...let's not go there again, at least not in this thread. My thermal shielding is still in cool down mode from the last time this topic was discussed.
[/derail]
Does Immunity to Normal Weapons protect from falling damage, or damage from a vehicle crash?
Not that I know of, as neither of those are considered to be weapons.
| QUOTE (Zhan Shi) |
| Does Immunity to Normal Weapons protect from falling damage, or damage from a vehicle crash? |
I agree with that. For me, intent is the key in this type of situation.
Poppycock. The creature's immunity can't distinguish intent.
Creatures are given immunity from natural weapons because they are not of this world and, as such, have immunity to all but the most dreadful of trauma because this world does not affect them as it does us.
Why would a creature's immunity from natural weapons not apply in a car crash, but apply if an adversary was driving that car?
When you start getting into semantics about the most literal of translations rather than putting yourself into the world and asking "why?" it begins a long, slow decent into the world of rule whoredom.
I don't care. Intent works fine for me, and you'd have to work hard to find an example that would make me question it.
Here's a question. Jakkie is an Adept that has Killing Hands, which neatly bypasses a Spirit's ItNW. Just before he gets a chance to attack a big old nasty Spirit that is bothering him, Killjoy the troll Tank scoops him up and swings him bodily at the Spirit. Does Killjoy benefit from Jakkie's Killing Hands and bypass the Spirit's ItNW?
If Jakkie is focusing and using his Adapt powers, then yes, of course. I'd probably have them use some sort of co-ordinated attack.
However, if Jakkie is as caught off guard as the spirit, then of course not. Just as if Jakkie were unconscious it wouldn't apply either. Melee combat, especially for the most martial arts of inclined Adepts, is not just "I hit you, you hit me" as the BBB states, but it is a ballet of moves, feints and counter maneuvers. That is where Killing Hands apply. It isn't enough that Jakkie spent the points on the power and so his hands are forever killing, but it is that he has learned how to internalize his magic so as to use it to make his punches pass through his opponents guard and armor.
Adepts are as Awakened as any mage, they just turn their magical energies inwards. Subsequently, when they fight they are not like the chromed sammies whose titanium bones and dermal plating are secondary to the attack at hand, but rather are cognizant of everything that is going on with their bodies. That is the nature of an internal, magical discipline.
Once again, that is not thinking about the fight as a fight, but rather as a set of numbers to be manipulated. It is the difference between playing a role and playing a character sheet.
To give an example of intent being called into play, I'll use the one I gave above: If a spirit is along for a ride with his mage and gets into a car accident, his ItNW doesn't apply. But, if that mage is possessed by a rival shaman, or kicked out of the car by a skilled combat monster or a rigger takes control of the car, and they get into the same accident, it would apply?
That implies the creature's ability can read minds or judge unnoticed intent, or that the talent is not based upon the physics of the Sixth World, but rather on intellectual indeterminants, or, more likely, not wanting your players to cheat at the game.
Thanks for the lesson.
If Killjoy (a mundane) is making the attack, it doesn't matter how aware Jakkie is, the attack is based on Killjoy's efforts and abilities alone. The metahuman body is no more magical in a mundane's hands than a can of tomato soup. Just as Killjoy could not pick up and use (to full magical effect) a Weapon Focus, he would gain no bonus from swinging an Adept wildly about the place.
Now, if it were indeed a coordinated effort, whereby Jakkie himself was making the attack, the his Killing Hands would apply.
As to your comments on 'intent'. See my last post. I don't care if it is extra effort. It wouldn't come up often enough to bother me, and I like the idea of 'intent' as I see it.
You'll also note that at no time did I state that I use this rule in my games. I very well might, but if that were the case it would be discussed with my Players. I don't play with Players that cheat, so I guess I don['t have to worry about that kind of stuff.
| QUOTE (Fortune) |
| Thanks for the lesson. If Killjoy (a mundane) is making the attack, it doesn't matter how aware Jakkie is, the attack is based on Killjoy's efforts and abilities alone. The metahuman body is no more magical in a mundane's hands than a can of tomato soup. Just as Killjoy could not pick up and use (to full magical effect) a Weapon Focus, he would gain no bonus from swinging an Adept wildly about the place. Now, if it were indeed a coordinated effort, whereby Jakkie himself was making the attack, the his Killing Hands would apply. |
| QUOTE (Fortinbras) |
| But if you don't care, why are you commenting on it? |
| QUOTE |
| And perhaps my use of the word "cheat" was too harsh. I apologize. Rules whore is more appropriate. It is better to create rules based upon the spirit and physics of the Sixth World rather than one to stop your players from rules whoring. |
| QUOTE (Fortune) |
| Even if this were a factor in most games, can you give me an example of when it would happen with this specific ruling? I am having trouble picturing a time when the Players could intentionally benefit from this, whether by cheating or otherwise. Oh, and please excuse my earlier tone. It was not really my intent to be so um ... intense. |
| QUOTE (Fortinbras) |
| Unassuming Rigger: I continue driving my van to rescue the nuns at the orphanage... RWotHP: And then you hit the Spirit! UR: What? RWotHP: I threw him into the street knowing your van was coming to rescue those stupid orphans and hit him. FGM: True. Good thinking. The van does (X) damage, modified for Immunity to Normal Weapons... RWotHP: Hell No!!! The Rigger had no intent of hitting the Spirit, so crash and falling damage shouldn't apply to Immunity. He had no intent!!! |
I don't think the intent rule is the best way to resolve the situation. It creates too many unanswerable questions. Like if I intend to crush a spirit with a car crusher, is the crusher a weapon? If I intend to dump a big load of rocks on top of the spirit, are the rocks weapons? If I intend to burn down a building with a spirit inside of it, is the fire a weapon? Is the burning building a weapon?
It also gives too much room for playing whining. What will you do when your players decide to activate the car crusher "for no reason," thus trying to make it kill the spirit without intent and not become a weapon? If they dump rocks on the ground "just because" are you going to want to argue with them that they're actually intending to kill the spirit?
I think the wording of the rule is pretty clear: it applies to weapons, not non-weapons you intend to use as weapons. It's easy to adopt a clear, rules-based definition for this: if something has a damage code in the book, and it isn't magical, it's definitely a normal weapon.
Beyond that, you should simply use common sense. Is a 2x4 with a nail in it a weapon? Sure. Is a claw hammer a weapon when you hit someone with it? Of course. A shovel? Again, yes. But what about a car? No, that's a vehicle. And a car crusher is a vehicle crusher, not a weapon. A load of rocks is a load of rocks, it doesn't make sense to classify a whole truckload of them dumped at the same time as weapons... Maybe if you threw a rock or bashed someone with it, you could count it as a weapon, but there is simply no room in the word "weapon" for impromptu objects that cannot be wielded.
Using this rule, a tank's cannon is always a weapon because it has a damage code, and a tank's treads are not a weapon. Under the intent rule, someone could fire the cannon at random, and it would ignore spirit immunity because they weren't actually intended to hurt the spirit. Or worse, they could target something behind the spirit, saying that the intend to shoot a building, so the tank cannon is not intended as a weapon against the spirit, so it ignores immunity... It also allows the incongruous result of the spirit surviving being hit by the tank when the driver intends to kill it, but if the driver hits the spirit by accident when backing up, the spirit gets no immunity. Doesn't make a whole lot of sense IMO.
| QUOTE (ixombie @ Jan 21 2008, 11:04 PM) |
| I don't think the intent rule is the best way to resolve the situation. It creates too many unanswerable questions. Like if I intend to crush a spirit with a car crusher, is the crusher a weapon? If I intend to dump a big load of rocks on top of the spirit, are the rocks weapons? If I intend to burn down a building with a spirit inside of it, is the fire a weapon? Is the burning building a weapon? |
I'd agree 100%. But I don't think Intent is needed.
Anything that causes harm is a weapon. Regardless of intent or usage.
Engine falls off a passing plane and hits a spirit, it gets ItNW. Rigger forces the engine to blow to drop it on a spirit, it gets ItNW.
Anything that isn't magical in nature, that causes harm to a spirit is effected by ItNW. Including car crushers.
Why is the accident different? I see it more as an immunity to "natural damage", regardless of the cause. If an armor rating would apply, so does the immunity. What the Gentleman said.
Thirded.
| QUOTE (GentlemanLoser) |
| I'd agree 100%. But I don't think Intent is needed. |
If it causes damage, it has a damage code and is therefore a weapon.
Moreover, in Manslaughter cases, even in the case of accidental death the implement is still called a weapon, regardless of intent.
All of that is moot, however, if you ask yourself why a creature's ability would be based off of another character's state of mind. Now we are arguing semantics rather than trying to determine the nature of spirits and their powers.
While it wouldn't be too terribly trying to make rules variants(which I abhor) for something like that, it just seems counter-intuitive to common sense, which should be the default rule when in doubt.
| QUOTE (Fortinbras) |
| All of that is moot, however, if you ask yourself why a creature's ability would be based off of another character's state of mind. Now we are arguing semantics rather than trying to determine the nature of spirits and their powers. |
| QUOTE (Fortune) | ||
You're right. It isn't necessary. I was merely trying to explain how this type of variation on the rules (suggested by Cardul) would be no real trouble to implement or adjudicate. |
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