IPB

Welcome Guest ( Log In | Register )

10 Pages V  « < 4 5 6 7 8 > »   
Reply to this topicStart new topic
Draco18s
post Apr 19 2011, 12:28 AM
Post #126


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (TheOOB @ Apr 18 2011, 06:22 PM) *
I don't get the argument people are making about multiple spellcasting, no where does it say you get to double dip with specilizations.


I wasn't able to find the page earlier, but here's what I was looking for:

QUOTE (SR4A page 150)
Split the pool before applying modifiers.


The section is about firing two weapons at the same time, however, this general rule would also apply to multi-casting spells.
Go to the top of the page
 
+Quote Post
TheOOB
post Apr 19 2011, 01:02 AM
Post #127


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



QUOTE (Draco18s @ Apr 18 2011, 07:28 PM) *
I wasn't able to find the page earlier, but here's what I was looking for:



The section is about firing two weapons at the same time, however, this general rule would also apply to multi-casting spells.


The section on the book about firing two weapons is completely and totally irrelevant. Multiple spellcasting does not reference it, and visa-versa. Multiple spellcasting simple says you split the dice pool, and by definition a dice pool is all the dice you roll on a given test, including dice pool modifiers.
Go to the top of the page
 
+Quote Post
Scyldemort
post Apr 19 2011, 02:11 AM
Post #128


Target
*

Group: Members
Posts: 43
Joined: 25-March 11
Member No.: 25,679



QUOTE (Thanee @ Apr 18 2011, 12:20 PM) *
I don't think there is a whole lot, that can effectively deal with a Magic 9000 Mage. Maybe a Magic 10000 Mage. Or the Drain. (IMG:style_emoticons/default/grinbig.gif)

Bye
Thanee


Hahahaha
Player: "ok, I cast fireball at Force 9000. My drain is 4500. Let's see, my drain resistance pool is 18 plus my 9000 initiation grades... you guys want me to roll this, or do I just take the average result?"

DM: "Dude, you realize that average results makes you explode into little giblets, right?"

Player: "Irrelevant! I simply MUST destroy this go-ganger! He opposed my will!"

DM: *glares at Player* "He wouldn't give you his bike for free, but he offered to sell it at cost! You've got trillions of nuyen!"

Player: "You have to take a hard line with these people."

DM: "Frag it. Your fireball ignites the atmosphere. An expanding wave of firey death swiftly spreads to encompass the entire planet, and the globe is scoured clean of all life. You die. The party dies. Everyone dies. Roll up new characters at 0 karma."

Player2: "I don't die."

Player3: "Me neither. Our characters are on Zurich Orbital ruling the corporate court, remember?"

DM: >_< "New characters! Now! 0 karma!"

Players: "Aww..."
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Apr 19 2011, 02:21 AM
Post #129


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (TheOOB @ Apr 18 2011, 06:02 PM) *
The section on the book about firing two weapons is completely and totally irrelevant. Multiple spellcasting does not reference it, and visa-versa. Multiple spellcasting simple says you split the dice pool, and by definition a dice pool is all the dice you roll on a given test, including dice pool modifiers.


See the Steps of Spellcasting.

Relevant part of STEP 3.
Multiple spells may be cast with the same Complex Action, but to do so the magician must split her
Spellcasting + Magic dice pool between each target.

Note: Notice that the Pool referenced above ONLY includes Stat + Skill. This is important.

STEP 4: MAKE SPELLCASTING TEST
Casting a spell requires a Complex Action. The Spellcaster rolls Spellcasting + Magic, modifed by foci, totem bonuses, bound spirits, and/or Visibility modifers.

Note: Notice NOW, how other modifiers are now added. This is important. If they were included in Step 3 (as you declare they should be), then you would have already split these dice (as they would have been included already), which you did not do. See? Simple. Never forget, Modifiers are always seperate from your pool, as they may not always apply. That is why they are called Modifiers.

So, you construct your Split Dice Pool (your Magic + Spellcasting), in your example: 10 Dice (Magic 6, Spellcasting 4). For your Maximum of 4 Spells (As many splits as you have Skill), you could split 3,3,2,2.

Then add all relevant modifiers to aactually make the test. So any Specailty, foci, totem bonuses, bound spirits, and/or Visibility modifers are then added/subtracted to the newly constructed base pool. So, assuming Specialty (+2), Foci (+2) and Mentor Spirit (+2), and No visibility Modifiers because you are targeting through Astral Perception, you now have Dice pools of 9,9,8,8. with +3 Drain to all relevant castings.

Works same for Gun Bunnies. Why would there be completely different rules for the exact same actions? Simple. There would not be. I know that previous editions frowned on that design principle, as they routinely had 87 different subsystems, dependant upon what you were doing. SR4A does not take that route. It is simpler and more elegant, at least in my opinion.

Anyways... (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Draco18s
post Apr 19 2011, 02:30 AM
Post #130


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (Tymeaus Jalynsfein @ Apr 18 2011, 10:21 PM) *
See the Steps of Spellcasting.

Relevant part of STEP 3.
Multiple spells may be cast with the same Complex Action, but to do so the magician must split her
Spellcasting + Magic dice pool between each target.

Note: Notice that the Pool referenced above ONLY includes Stat + Skill. This is important.

STEP 4: MAKE SPELLCASTING TEST
Casting a spell requires a Complex Action. The Spellcaster rolls Spellcasting + Magic, modifed by foci, totem bonuses, bound spirits, and/or Visibility modifers.


Tada!
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 19 2011, 02:34 AM
Post #131


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



It can easily be either way; that's the problem. It's also just as stupid for guns. (IMG:style_emoticons/default/smile.gif) A great *house rule* would be to smash both of these abuse cases.
Go to the top of the page
 
+Quote Post
longbowrocks
post Apr 19 2011, 02:41 AM
Post #132


Running Target
***

Group: Members
Posts: 1,109
Joined: 13-March 11
From: Portland, Oregon
Member No.: 24,230



QUOTE (Thanee @ Apr 18 2011, 04:20 AM) *
I don't think there is a whole lot, that can effectively deal with a Magic 9000 Mage. Maybe a Magic 10000 Mage. Or the Drain. (IMG:style_emoticons/default/grinbig.gif)

Bye
Thanee


Try anything that can deal with a magic 20 mage.
Go to the top of the page
 
+Quote Post
TheOOB
post Apr 19 2011, 03:36 AM
Post #133


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



QUOTE (Tymeaus Jalynsfein @ Apr 18 2011, 09:21 PM) *
See the Steps of Spellcasting.

Relevant part of STEP 3.
Multiple spells may be cast with the same Complex Action, but to do so the magician must split her
Spellcasting + Magic dice pool between each target.

Note: Notice that the Pool referenced above ONLY includes Stat + Skill. This is important.

STEP 4: MAKE SPELLCASTING TEST
Casting a spell requires a Complex Action. The Spellcaster rolls Spellcasting + Magic, modifed by foci, totem bonuses, bound spirits, and/or Visibility modifers.

Note: Notice NOW, how other modifiers are now added. This is important. If they were included in Step 3 (as you declare they should be), then you would have already split these dice (as they would have been included already), which you did not do. See? Simple. Never forget, Modifiers are always seperate from your pool, as they may not always apply. That is why they are called Modifiers.

So, you construct your Split Dice Pool (your Magic + Spellcasting), in your example: 10 Dice (Magic 6, Spellcasting 4). For your Maximum of 4 Spells (As many splits as you have Skill), you could split 3,3,2,2.

Then add all relevant modifiers to aactually make the test. So any Specailty, foci, totem bonuses, bound spirits, and/or Visibility modifers are then added/subtracted to the newly constructed base pool. So, assuming Specialty (+2), Foci (+2) and Mentor Spirit (+2), and No visibility Modifiers because you are targeting through Astral Perception, you now have Dice pools of 9,9,8,8. with +3 Drain to all relevant castings.

Works same for Gun Bunnies. Why would there be completely different rules for the exact same actions? Simple. There would not be. I know that previous editions frowned on that design principle, as they routinely had 87 different subsystems, dependant upon what you were doing. SR4A does not take that route. It is simpler and more elegant, at least in my opinion.

Anyways... (IMG:style_emoticons/default/biggrin.gif)


Congratulations for not reading it? You are making assumptions that have no basis in what is written down. Once again, you are mentioning the gun rules in the spellcasting rules, which have no bearing what so ever. I understand that you may think it's silly that the rules are different(IMO the rules need to be different to prevent abuse of the magic system), but the fact is they ARE different. You're weakening your argument by even bringing them up, so just stop.

Every dice pool in the game is listed by the attribute and skill (or sometimes attribute and attribute) that form the core of the dice pool. Dice pool modifiers exist that can modify the dice pool, up or down, beyond this number, but those are usually listed in an aside. In the end though, by definition, a dice pool is all the dice you are rolling for a test, modifiers and all. If you have 5 agility, 5 pistols, 2 from a specialization, and -2 from low visibility, your pistols + agility dice pool for that test is 10. If you have 5 magic, 4 spellcasting, 2 specilization, and 3 from a foci, your dice pool for a spellcasting + magic test is 14.

Since multi-casting just says it splits your dice pool, and your dice pool is created by a skill, attribute, and modifiers, the modifiers are likewise split as part of the pool.

Simple logic.
Go to the top of the page
 
+Quote Post
pbangarth
post Apr 19 2011, 04:01 AM
Post #134


Old Man of the North
**********

Group: Dumpshocked
Posts: 10,236
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



QUOTE (TheOOB @ Apr 18 2011, 10:36 PM) *
Congratulations for not reading it? You are making assumptions that have no basis in what is written down. Once again, you are mentioning the gun rules in the spellcasting rules, which have no bearing what so ever. I understand that you may think it's silly that the rules are different(IMO the rules need to be different to prevent abuse of the magic system), but the fact is they ARE different. You're weakening your argument by even bringing them up, so just stop.
I dived into this thread late, and really don't want to read six pages of an argument I suspect has at least two entrenched sides. I will comment on how this post is structured, though.

In the above paragraph you chastise TJ for using the gun rules to support his position on magic pools, and then in the next ...

QUOTE
Every dice pool in the game is listed by the attribute and skill (or sometimes attribute and attribute) that form the core of the dice pool. Dice pool modifiers exist that can modify the dice pool, up or down, beyond this number, but those are usually listed in an aside. In the end though, by definition, a dice pool is all the dice you are rolling for a test, modifiers and all. If you have 5 agility, 5 pistols, 2 from a specialization, and -2 from low visibility, your pistols + agility dice pool for that test is 10. If you have 5 magic, 4 spellcasting, 2 specilization, and 3 from a foci, your dice pool for a spellcasting + magic test is 14.

Since multi-casting just says it splits your dice pool, and your dice pool is created by a skill, attribute, and modifiers, the modifiers are likewise split as part of the pool.

Simple logic.
... you do the same thing yourself to show that the same structure applies to both mechanics, even though for the question of multiple shots/spells RAW explicitly says it doesn't. Which way is it? Is there a unified format across dice pool types or isn't there? If there is, TJ is right. If there isn't, the example in your second paragraph has no validity.
Go to the top of the page
 
+Quote Post
Epicedion
post Apr 19 2011, 04:05 AM
Post #135


Douche
****

Group: Banned
Posts: 1,584
Joined: 2-March 11
Member No.: 23,135



QUOTE (Tymeaus Jalynsfein @ Apr 18 2011, 10:21 PM) *
Note: Notice NOW, how other modifiers are now added. This is important. If they were included in Step 3 (as you declare they should be), then you would have already split these dice (as they would have been included already), which you did not do. See? Simple. Never forget, Modifiers are always seperate from your pool, as they may not always apply. That is why they are called Modifiers.


The system fails to identify the extra dice provided from foci and specialization as modifiers. You and others have decided they are, and that they're to be lumped in with dice pool modifiers, even though they don't use the word modifier to describe them. Even though in the same section where they don't identify six foci as providing modifiers they call a specific foci bonus a modifier. Even though there are 620 instances of the word modifier in the text. If they're not modifiers, then they can't be dice pool modifiers and therefore aren't to be applied after the split.

According to the rules, foci and specialization are just extra dice.

Compare this to Edge:

QUOTE (SR4A p74)
You may declare the use of Edge before rolling for any one test (or one interval roll on an Extended Test). You may add a number of extra dice equal to your full Edge attribute to the dice pool.


Is Edge a dice pool modifier? Is it included in the Magic + Spellcasting pool construction? No, it's extra dice.

Since Edge is an otherwise unaccounted for bonus (since it's not added directly to an Attribute or Skill), by your logic it should be a dice pool modifier and therefore be applied after the split, right?
Go to the top of the page
 
+Quote Post
Yerameyahu
post Apr 19 2011, 04:07 AM
Post #136


Advocatus Diaboli
**********

Group: Members
Posts: 13,994
Joined: 20-November 07
From: USA
Member No.: 14,282



Only if you consider two rolls to be "any one test". Instead of two tests. (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Draco18s
post Apr 19 2011, 04:15 AM
Post #137


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (TheOOB @ Apr 18 2011, 11:36 PM) *
Congratulations for not reading it? You are making assumptions that have no basis in what is written down. Once again, you are mentioning the gun rules in the spellcasting rules, which have no bearing what so ever. I understand that you may think it's silly that the rules are different(IMO the rules need to be different to prevent abuse of the magic system), but the fact is they ARE different. You're weakening your argument by even bringing them up, so just stop.


Congratulations for not reading it? You are making an assumption that has no basis in what is written down.

I wish I could just post this picture in here to explain.
Go to the top of the page
 
+Quote Post
Epicedion
post Apr 19 2011, 04:35 AM
Post #138


Douche
****

Group: Banned
Posts: 1,584
Joined: 2-March 11
Member No.: 23,135



QUOTE (Draco18s @ Apr 19 2011, 12:15 AM) *
Congratulations for not reading it? You are making an assumption that has no basis in what is written down.

I wish I could just post this picture in here to explain.


Your picture doesn't help, since that section in no way describes how to split the dice pool. Since Shadowrun doesn't have a general rule for splitting dice pools, that means you've simply decided to use another dice-splitting rule from a different part of the system.

EDIT: Specifically, the two-firearms rule explains when to split the pool and how to apply dice pool modifiers to the test. Spellcasting simply states that you "split the pool." You can try to go RAI with this, but RAW doesn't weigh in.
Go to the top of the page
 
+Quote Post
Draco18s
post Apr 19 2011, 04:44 AM
Post #139


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



Look, it's like a peanut butter and jelly sandwich. You can't spread the PB on the bread, if the bread is still in the bag.

Well you can. But it makes a mess.

Step 3: split your [Spellcasting + Magic] dice
Step 4: add modifiers
Go to the top of the page
 
+Quote Post
Epicedion
post Apr 19 2011, 04:59 AM
Post #140


Douche
****

Group: Banned
Posts: 1,584
Joined: 2-March 11
Member No.: 23,135



QUOTE (Draco18s @ Apr 18 2011, 11:44 PM) *
Look, it's like a peanut butter and jelly sandwich. You can't spread the PB on the bread, if the bread is still in the bag.

Well you can. But it makes a mess.

Step 3: split your [Spellcasting + Magic] dice
Step 4: add modifiers


Step 4 says explicitly to roll Spellcasting + Magic + modifiers, which, by omission, doesn't allow for a dice pool split. Your Legos don't fit together perfectly, and you're making tacit assumptions to get them to fit. You could just as easily state that the lack of information about modifiers in Casting Multiple Spells, by omission, does not allow for modifiers on split Spellcasting + Magic tests. Casting Multiple Spells directs you to make the split Spellcasting + Magic test, tells you how to resolve the tests (Step 5), and provides information for Drain (Step 6), but says nothing of modifiers or Step 4.
Go to the top of the page
 
+Quote Post
Achsin
post Apr 19 2011, 05:11 AM
Post #141


Target
*

Group: Members
Posts: 99
Joined: 9-December 09
Member No.: 17,955



Sweet. If you're ever firing a lightning bolt blind, just shoot 2, gets rid of those pesky visibility modifiers.
Go to the top of the page
 
+Quote Post
Glyph
post Apr 19 2011, 05:44 AM
Post #142


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



QUOTE (Yerameyahu @ Apr 18 2011, 07:34 PM) *
It can easily be either way; that's the problem. It's also just as stupid for guns. (IMG:style_emoticons/default/smile.gif) A great *house rule* would be to smash both of these abuse cases.

Yeah, that's what I would do. The RAW is too ambiguous, so just call it a house rule. Foci may be magical, but I still don't think they should magically become twice (or more) as powerful, simply because you are splitting your dice.
Go to the top of the page
 
+Quote Post
Mäx
post Apr 19 2011, 07:21 AM
Post #143


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (Epicedion @ Apr 19 2011, 07:05 AM) *
Since Edge is an otherwise unaccounted for bonus (since it's not added directly to an Attribute or Skill), by your logic it should be a dice pool modifier and therefore be applied after the split, right?

Yes edge is added after the split, but only in to the pools you decide to use edge for, if your casting 4 spells and decide to use edge for all 4 rolls, then it's added to all for pools.
Only modifers applicable to any given pool is added to that pool.
Go to the top of the page
 
+Quote Post
TheOOB
post Apr 19 2011, 07:57 AM
Post #144


Running Target
***

Group: Members
Posts: 1,290
Joined: 23-January 07
From: Seattle, USA
Member No.: 10,749



QUOTE (Epicedion @ Apr 18 2011, 11:35 PM) *
Your picture doesn't help, since that section in no way describes how to split the dice pool. Since Shadowrun doesn't have a general rule for splitting dice pools, that means you've simply decided to use another dice-splitting rule from a different part of the system.

EDIT: Specifically, the two-firearms rule explains when to split the pool and how to apply dice pool modifiers to the test. Spellcasting simply states that you "split the pool." You can try to go RAI with this, but RAW doesn't weigh in.


From The American Heritage Dictionary
"
split
verb, split, split·ting, noun, adjective

to divide into distinct parts or portions (often followed by up ): We split up our rations.
"

The word split has an accepted word in the English language, and the book doesn't need to define every word in it. Either you don't understand English, or you just made a really bad argument for the sake of making an argument.

QUOTE (Draco18s @ Apr 18 2011, 11:44 PM) *
Look, it's like a peanut butter and jelly sandwich. You can't spread the PB on the bread, if the bread is still in the bag.

Well you can. But it makes a mess.

Step 3: split your [Spellcasting + Magic] dice
Step 4: add modifiers


Step 4 never says anything about adding modifiers, it simple is there to instruct you on how to assemble your magic+spellcasting dice pool, and it happens to mention some of the more common modifiers. A dice pool, is, by definition, ALL dice you roll on a given test, specifically including dice pool modifiers.

So, if a dice pool = all the dice you roll on a test, and multi-casting requires you to split your dice pool, but logical extension multi-casting requires you to split all the dice you roll on a test. If it had specific language that said you included dice pool modifiers AFTER the split things would be different, but it doesn't, so the modifiers are split along with everything else(in fact it is a little telling that two gun combat specifically mentions to split before you add modifiers, and spellcasting doesn't, if they worked the same one would think they would be worded the same, but in any case is doesn't matter).

People are spending too much time trying to weasel false meanings out of the words of the book when the book states exact ally what it means.
Go to the top of the page
 
+Quote Post
Ascalaphus
post Apr 19 2011, 09:34 AM
Post #145


Runner
******

Group: Members
Posts: 2,899
Joined: 29-October 09
From: Leiden, the Netherlands
Member No.: 17,814



Are we down to quoting the dictionary at each other now? That's never good.

There's something to be said for applying modifiers after splitting. For example, I'm throwing Stunbolts at dudes A and B. Dude B is standing in a dark place, with visibility modifiers; dude A isn't. In this case, it makes far more sense to apply the visibility modifier on my dice pool to 'bolt B after splitting that dicepool.

Double-dipping specialties and mentors seems a bit cheesy, but remember that you don't have to multicast the same spell; you can also throw both a Stunbolt and a Levitate spell. Your "Combat Spells" specialty and mentor would only apply to the Stunbolt, not to the Levitate.

---

Anyway, regarding the OT; I think it's imagining the wrong kind of problem. By the time a mage can buy Magic 9, other characters will also be ludicrously powerful. There won't be much reasonable opposition that stands a chance. SR simply wasn't designed for epic-level characters.

A mage who initiates that much might have acquired Cosmic Wisdom™, and decide that his talents are far, far to precious to risk on something as lousy and stupid as shadowrunning; you know the Inner Secrets of the Universe™, don't you have more important things to do? Like running a cabal of mages to impose your mysterious designs on the world. Epic wizards rarely use their talents in the field, they manipulate minions and long-term schemes instead.
Go to the top of the page
 
+Quote Post
Mäx
post Apr 19 2011, 10:26 AM
Post #146


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (Ascalaphus @ Apr 19 2011, 12:34 PM) *
Double-dipping specialties and mentors seems a bit cheesy, but remember that you don't have to multicast the same spell; you can also throw both a Stunbolt and a Levitate spell. Your "Combat Spells" specialty and mentor would only apply to the Stunbolt, not to the Levitate.

Also you can get all kind of interesting cheese out of multicasting if you apply all the modifiers before splitting:
For example with Wise warrior mentor spirit i can get 1 extra dice for casting my stunbolt if i also cast a force 1 detection spell at the same time.
Actually, considering that indirect combat spells are affected by ranged combat modifiers, i can get 3 more extra dice for that stunbolt if i also cast a force 1 lightning bolt to the wall next to me.
So now multicasting gives me 4 more dice to cast my stunbolt then i would have if i only casted the stunbolt alone.
Actually i think i can also have a spirit use aid sorcery for detection to quite easily give an other 6 extra dices, taking me up to 10 extra dice from multicasting 3 spells.
Go to the top of the page
 
+Quote Post
Caadium
post Apr 19 2011, 10:32 AM
Post #147


Moving Target
**

Group: Members
Posts: 604
Joined: 1-December 08
From: Sacramento, California
Member No.: 16,646



QUOTE (Scyldemort @ Apr 17 2011, 06:45 PM) *
I've been seriously considering the following house rule: if you overcast, you take drain BEFORE you roll the spellcasting test.


The houserule that works with my group, that others here have disagreed with in the past is this:

When overcasting, Force of the spell is no longer divided by 2 before modifiers.

With that rule I still have overcasting come into play, but it is more of a true 'oh shit' technique than the common MO.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Apr 19 2011, 12:50 PM
Post #148


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Epicedion @ Apr 18 2011, 10:05 PM) *
The system fails to identify the extra dice provided from foci and specialization as modifiers. You and others have decided they are, and that they're to be lumped in with dice pool modifiers, even though they don't use the word modifier to describe them. Even though in the same section where they don't identify six foci as providing modifiers they call a specific foci bonus a modifier. Even though there are 620 instances of the word modifier in the text. If they're not modifiers, then they can't be dice pool modifiers and therefore aren't to be applied after the split.

According to the rules, foci and specialization are just extra dice.

Again... If a Dice Pool add is not specified (as Specialization and Foci are not), then they are considered MODIFIERS... Right there in the book. (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Apr 19 2011, 12:53 PM
Post #149


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Epicedion @ Apr 18 2011, 10:35 PM) *
Your picture doesn't help, since that section in no way describes how to split the dice pool. Since Shadowrun doesn't have a general rule for splitting dice pools, that means you've simply decided to use another dice-splitting rule from a different part of the system.

EDIT: Specifically, the two-firearms rule explains when to split the pool and how to apply dice pool modifiers to the test. Spellcasting simply states that you "split the pool." You can try to go RAI with this, but RAW doesn't weigh in.

The MECHANICAL rule for splitting Dice Pools is in the Combat section. The Idea for Multiple Spellcasting is in the Next Chapter. What? You want them to keep reiterating a rule in every section that could apply? Not enough Word Count available for that. (IMG:style_emoticons/default/smile.gif)

The spellcasting steps I included above should cover the rest of the argument nicely.

- Split your Attribute + Skill Pool...
- Add Modifers to each of the split pools. (As has been noted, you can even cast spells from seperate categories in the same action. thus modifiers for each spell will be different.)
- Done
Go to the top of the page
 
+Quote Post
Draco18s
post Apr 19 2011, 01:24 PM
Post #150


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (Epicedion @ Apr 19 2011, 12:59 AM) *
Step 4 says explicitly to roll Spellcasting + Magic + modifiers, which, by omission, doesn't allow for a dice pool split.


That's because splitting your pool is in step three.

QUOTE (Achsin @ Apr 19 2011, 01:11 AM) *
Sweet. If you're ever firing a lightning bolt blind, just shoot 2, gets rid of those pesky visibility modifiers.


If modifiers are before the split, yes! You'd just assign only 1 die to one of those spells, and the other one gets near full dice!

QUOTE (TheOOB @ Apr 19 2011, 03:57 AM) *
Step 4 never says anything about adding modifiers, it simple is there to instruct you on how to assemble your magic+spellcasting dice pool, and it happens to mention some of the more common modifiers. A dice pool, is, by definition, ALL dice you roll on a given test, specifically including dice pool modifiers.


You shouldn't need to be instructed how to get your spellcasting pool. It's attribute + skill +/– modifiers, just like every other pool.

Also, it does talk about modifiers:
http://i53.tinypic.com/2ih2d90.png

QUOTE (Mäx @ Apr 19 2011, 06:26 AM) *
Also you can get all kind of interesting cheese out of multicasting if you apply all the modifiers before splitting:
For example with Wise warrior mentor spirit i can get 1 extra dice for casting my stunbolt if i also cast a force 1 detection spell at the same time.


Which is why dice pool modifiers (like specialization) come after the split, not before. Because your two different actions may have different modifiers!
Go to the top of the page
 
+Quote Post

10 Pages V  « < 4 5 6 7 8 > » 
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 21st June 2025 - 12:55 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.