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Draco18s
post Apr 20 2011, 07:09 PM
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QUOTE (Epicedion @ Apr 20 2011, 03:02 PM) *
In the face of ambiguity, I side with my RPG experience and the very helpful document released by the game developers, where they explained the rule as it's intended. You know, for actual games.


You mean the one that in some cases blatantly contradicts the rules up to and including an example that runs counter to an example in the book?
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Cheops
post Apr 20 2011, 07:11 PM
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The rule is in no way poorly worded or ambiguous. Unless you aren't a native english speaker. Split pool, add modifiers.
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Epicedion
post Apr 20 2011, 07:23 PM
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QUOTE (Draco18s @ Apr 20 2011, 03:09 PM) *
You mean the one that in some cases blatantly contradicts the rules up to and including an example that runs counter to an example in the book?


Maybe the FAQ needs errata. (IMG:style_emoticons/default/grinbig.gif)

By that logic, since there are uncorrected errors in the main rulebook, the whole book should be tossed out.

You'd need to point out some of those specific errors, though, since I'm not an expert on FAQ inconsistencies.

QUOTE (Cheops @ Apr 20 2011, 03:11 PM) *
The rule is in no way poorly worded or ambiguous. Unless you aren't a native english speaker. Split pool, add modifiers.


The multiple spellcasting section doesn't bother to say how or when you should include modifiers, and the spellcasting modifiers section doesn't mention multiple spellcasting at all. Some people backfit those rules with the same rules as for multiple firearms, but it's not really RAW.

Also, based on the wording for foci and specializations, it's entirely plausible that they're not supposed to be modifiers, but rather extra pool dice.
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Epicedion
post Apr 20 2011, 07:37 PM
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QUOTE (Mäx @ Apr 20 2011, 01:45 PM) *
He's making up rules as he goes along.


Look, I'm not talking about you like you're an idiot, so I'd appreciate similar courtesy. You followed from Draco's mistake of confusing talking about how I actually play with how I think the rules are written. Two different things.
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Mäx
post Apr 20 2011, 07:38 PM
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QUOTE (Epicedion @ Apr 20 2011, 10:02 PM) *
Well yes, now magic seems overpowered, if you're going to stipulate that all of your assumptions are true. But they're not RAW.

Because your "I'm not allowing the player to use most of the relevent modifiers when multicasting" is so RAW.
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Draco18s
post Apr 20 2011, 07:42 PM
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QUOTE (Epicedion @ Apr 20 2011, 03:37 PM) *
You followed from Draco's mistake of confusing talking about how I actually play with how I think the rules are written. Two different things.


That's because, in general, when on a forum for a game, it is customary to speak about RAW, not local house rules, as everyone here plays by a different set of house rules and it is impossible to discuss the merits of those houserules (except when noted).

Therefore, this discussion must then be about how RAW works.
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Epicedion
post Apr 20 2011, 07:51 PM
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QUOTE (Draco18s @ Apr 20 2011, 02:42 PM) *
That's because, in general, when on a forum for a game, it is customary to speak about RAW, not local house rules, as everyone here plays by a different set of house rules and it is impossible to discuss the merits of those houserules (except when noted).

Therefore, this discussion must then be about how RAW works.


When you went off on your tangent interpretation about getting 30+ dice however, I offered up what I actually play with (RAI) as a counter-point.

Multicasting in RAW requires a lot of assumptions to get it to work. Even in the one example of multicasting they wrote, the don't include any foci, specialization, or anything else. Apparently their example writers came from the school of thought that you should always give the easiest example you can, and leave the rest for the reader.
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Draco18s
post Apr 20 2011, 07:59 PM
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QUOTE (Epicedion @ Apr 20 2011, 03:51 PM) *
When you went off on your tangent interpretation about getting 30+ dice however


You mean the one that I used as an example of what could happen if you split after modifiers? I never said that was RAW. I never even said it was RAI. I said that as an example of an interpretation to use as a point of why that interpretation is false (because the modifiers end up effecting the wrong thing).
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Tymeaus Jalynsfe...
post Apr 20 2011, 07:59 PM
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QUOTE (Epicedion @ Apr 20 2011, 12:23 PM) *
The multiple spellcasting section doesn't bother to say how or when you should include modifiers, and the spellcasting modifiers section doesn't mention multiple spellcasting at all. Some people backfit those rules with the same rules as for multiple firearms, but it's not really RAW.


But it does... Steps 3 and 4 of the Spellcasting Guidelines... How many times does it need to be said? (IMG:style_emoticons/default/wobble.gif)

QUOTE
Also, based on the wording for foci and specializations, it's entirely plausible that they're not supposed to be modifiers, but rather extra pool dice.


However, since it is not Stated as such, and since any modifiers not delineated as direct Skill or Attribute modifiers are to be considered Dice Pool Modifiers, well, you know... (IMG:style_emoticons/default/wobble.gif)

Changes to fix these inconsistencies belong in an Eratta. A FAQ just will not cut it. (IMG:style_emoticons/default/wobble.gif)
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Fringe
post Apr 20 2011, 09:19 PM
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QUOTE (Tymeaus Jalynsfein @ Apr 20 2011, 02:59 PM) *
However, since it is not Stated as such, and since any modifiers not delineated as direct Skill or Attribute modifiers are to be considered Dice Pool Modifiers, well, you know... (IMG:style_emoticons/default/wobble.gif)


I have to agree with you on this.

Neglecting threshold modifiers (which are largely irrelevant to the issue at hand), we have only three types of modifiers left:
1. Attribute modifiers, which augment the Attribute directly.
2. Skill modifiers, which augment the Skill directly. (Specializations are not of this type; see SR4A, p. 68.)
3. Dice pool modifiers, which are everything else, both positive and negative, unless it specifically says it's not a dice pool modifier. See below.

SR4A, p. 61, callout box (A Note on Modifiers):
"Shadowrun, Fourth Edition, uses four distinct types of modifiers: Attribute modifiers, Skill modifiers, threshold modifiers, and dice pool modifiers. Attribute and Skill modifiers affect the character’s relevant stats directly, resulting in augmented Attribute Ratings and modified Skill Ratings respectively (see Attribute Ratings, p. 68, and Skill Ratings, p. 68). Threshold modifiers are situational modifiers that increase or decrease the thresholds of unopposed Success Tests and Extended Tests (see Thresholds, p. 63). Finally, dice pool modifiers are the most common type of modifiers; they represent dice pool increases and reductions from situational modifiers, the effects of augmentations, powers, spells, and from injuries, qualities, and various other sources (see Dice Pool Modifiers). These add and subtract from the dice pools but do not modify the basic Skills and Attributes in use."

SR4A, p. 61, Dice Pool Modifiers:
"The Shadowrun rules often call for a plus or minus dice modifier to a test. These modifiers can result from injuries and situational factors that affect what the character is trying to do. The modifier affects the number of dice used in the dice pool. If more than one dice modifier applies, they are added together and applied to the dice pool. Note that threshold modifiers (p. 63) do not affect the dice pool. Unless otherwise stated, any modifier mentioned is considered to be a dice pool modifier as noted above."
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longbowrocks
post Apr 21 2011, 04:47 AM
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I didn't want to start a new thread for this, and didn't see anything promising in the search, so here I go.

How precisely does the "arcane arrester" quality work? To me, it looks like it's saying "combat spells can only do half their normal damage to you, unless the caster scores enough hits to do more than half his normal damage." So in other words no change? Gee, thanks, I'll put that down next to the raptor beak quality to gather a healthy coating of dust.

BTW, I don't actually believe that's what the book is trying to say, but that's the only way I can read it.
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Mäx
post Apr 21 2011, 07:32 AM
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QUOTE (longbowrocks @ Apr 21 2011, 07:47 AM) *
I didn't want to start a new thread for this, and didn't see anything promising in the search, so here I go.

How precisely does the "arcane arrester" quality work? To me, it looks like it's saying "combat spells can only do half their normal damage to you, unless the caster scores enough hits to do more than half his normal damage." So in other words no change? Gee, thanks, I'll put that down next to the raptor beak quality to gather a healthy coating of dust.

BTW, I don't actually believe that's what the book is trying to say, but that's the only way I can read it.

You treat all force based effect of spells hitting you as if the spells force was half(round down), yes the mage get to add net hits, but theres still a mountain of difference between taking 4+nethits damage and taking 9+nethits damage when your hit by a force 9 stunbolt.
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Medicineman
post Apr 21 2011, 07:49 AM
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QUOTE (longbowrocks @ Apr 21 2011, 12:47 AM) *
I didn't want to start a new thread for this, and didn't see anything promising in the search, so here I go.

How precisely does the "arcane arrester" quality work? To me, it looks like it's saying "combat spells can only do half their normal damage to you, unless the caster scores enough hits to do more than half his normal damage." So in other words no change? Gee, thanks, I'll put that down next to the raptor beak quality to gather a healthy coating of dust.

BTW, I don't actually believe that's what the book is trying to say, but that's the only way I can read it.

if the Spell hits the AA for 1/2 Strength then also with only 1/2 of the Netto Hits
Caster Casts Spell at Force 6 with 4 Netto Hits (Drain will be rolled accordingly)
AA is hit by Force 3 with only 3 Hits (because Force limits the Hits)
and needs only 3 Hits to...Nullify (right word ?) the Spell

This is how I interpret the Quality
( it makes no Sense any other way ImO)

with 1/2 a Dance
Medicineman

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Irion
post Apr 21 2011, 08:38 AM
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QUOTE
Arcane Arrester
Cost: 25 BP
When affected by a spell (including a critter’s Innate Spells),
the character—and she alone—treats Force-based effects (damage,
paralysis, etc.) at half (round down) actual strength. Note that the
actual Force of the spell is not actually reduced. For instance, a
character with Arcane Arrester targeted by a Force 5 spell would
resist it as if it were a Force 2 spell, though the spellcaster could
still add hits to improve the effect. Arcane Arrester cannot be
combined with Magic Resistance (p. 79, SR4). This quality can
be taken by characters with a Magic attribute.

A force stunbolt with Force 7 with 6 hits would need 6 hits to be resisted but only do 3+6-(hits on resistance test) Points of damage.
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Medicineman
post Apr 21 2011, 08:44 AM
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Yes ,I know (IMG:style_emoticons/default/smile.gif) ( I have 2 Fomori and a Gnome Char)
QUOTE
by a Force 5 spell would resist it as if it were a Force 2 spell

A Force 2 Spell can have only 2 Netto Hits
and Your Force 3 Stunbolt can have only 3 Net Hits
thats what I was Posting

HokaHey
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Irion
post Apr 21 2011, 09:26 AM
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Yes to resist the spell you would only need 3 hits.
But if you do not get those hits, all the other hits are added to the damage.
QUOTE
Note that the
actual Force of the spell is not actually reduced.

So Force 7(6hits) spell 2 hits to resist you suffer 7/2+6-2=7 boxes of damage.
If you had 3 hits you would have resisted the spell.
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Medicineman
post Apr 21 2011, 09:53 AM
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OK : A force stunbolt with Force 7 with 6 hits

The Actual Force cast by the Mage is not changed ,right, thats why He has to resist the Drain of the Force 7 Spell
But the AA is affected by a Force 3 Spell and the Force of the Spell limits the Hits
so its a Force 3 Spell with 3 Hits for 6 Points of Damage only (instead of 13 Points originally casted by the Mage))
If the AA succeeds with WIL (3) he successfully negated the Spell (instead of WIL (6) Roll )

I hope thats better understandable ?

HokaHey
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Irion
post Apr 21 2011, 10:08 AM
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@Medicineman
QUOTE
But the AA is affected by a Force 3 Spell and the Force of the Spell limits the Hits

Why should it. To limit the hits it would have to change the actual force.

It is only arguable, that you are able to resist the spell with 3 hits. It could be argued, that you still need 6, because the Force of the spell is not changed.

You are still affected by a 7 Force spell, all Force based effects are only halved. In the case of direct damage spells the damage is halved.
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Draco18s
post Apr 21 2011, 01:15 PM
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Correct. A Force 7 spell with 6 hits is resisted by the AA as if it was a Force 3 spell with 6 hits.
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Tymeaus Jalynsfe...
post Apr 21 2011, 02:23 PM
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QUOTE (Irion @ Apr 21 2011, 03:08 AM) *
@Medicineman

Why should it. To limit the hits it would have to change the actual force.

It is only arguable, that you are able to resist the spell with 3 hits. It could be argued, that you still need 6, because the Force of the spell is not changed.

You are still affected by a 7 Force spell, all Force based effects are only halved. In the case of direct damage spells the damage is halved.


However to half the damage (as you indicate), you still need to cap those hits to the Force resisted by the Target. That is what Half Means...

Example:
Force 7 Spell with 6 Net Hits = 13 Damage
Force 3 Effective Spell with 3 Effective Net Hits = 6 Damage... that is half...
Force 3 Effective with 6 Net hits is 9 Damage... NOT HALF of 13...

Do See where Medicine Man is coming fromn yet?

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Fringe
post Apr 21 2011, 02:31 PM
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RC, p. 111:
"Note that the actual Force of the spell is not actually reduced. For instance, a character with Arcane Arrester targeted by a Force 5 spell would resist it as if it were a Force 2 spell, though the spellcaster could still add hits to improve the effect."

So the AA is attacked with a F7 stunbolt and the caster scores 6 hits. The Force isn't actually changed, but from the "for instance" the AA resists as if it were F3. Does the AA only need 3 hits to completely resist, since he'd resist as if it were F3 (thus capped at 3 hits), and if he fails to completely resist then takes F3 and all the remaining unresisted hits?

I guess what I'm asking is whether the following outcomes are correct for F7 stunbolt with 6 hits on the Spellcasting test:
1. AA scores 0-2 hits. Part of the spell gets through, causing 3 (base damage from the spell for the AA) + 6 (hits) - (0-2, however many hits the AA got) damage.
2a. AA scores 3-5 hits. Spell resisted completely, since he resists as if the Force were halved (3). If it were a F3 spell, Spellcasting hits would be capped at 3.
or 2b. AA scores 3-5 hits. Since the Force itself is unchanged, the caster still had 6 hits, so the damage is 3 (base) + 6 (hits) - (3-5, resistance roll).
3. AA scores 6 hits. This scenario is pretty clear...the target resists the spell, since the caster must have at least one net hit to have any effect.
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Tymeaus Jalynsfe...
post Apr 21 2011, 02:37 PM
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We have always interpreted it that the Force of the Spell applied to the Character with Arcane Arrester was Cut in Half. Hits were then capped by the Applied Force to the Target. So, for that Force 7 Spell, it becomes Force 3 and caps at 3 hits. That is the only interpretation that makes sense to the cost of the Quality. Why? Because you would need to resist a Maximum of 3 Hits to resist the spell, not the 6 that are possibly being applied. If you go the other way, he would need to resist all 6 net hits to resist the spell, which makes absolutely no sense.

Note that Arcane Arrester also works against spells other than combat spells. Wanted to point that out, as it always devolves into how much Damage it will negaste.

Anyways. (IMG:style_emoticons/default/wobble.gif)
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Irion
post Apr 21 2011, 02:42 PM
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@Tymeaus Jalynsfein
QUOTE
Force 3 Effective with 6 Net hits is 9 Damage... NOT HALF of 13...

Yeah, I meant base damage. Not the hits of course.

@Fringe
Draco18s made a valid point, so I guess it is 2b.

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Draco18s
post Apr 21 2011, 02:52 PM
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QUOTE (Irion @ Apr 21 2011, 10:42 AM) *
@Fringe
Draco18s made a valid point, so I guess it is 2b.


Mhm.
As far as the mage is concerned, it's a F7 spell, allowing up to 7 hits (of which he has 6). As far as the AA is concerned, it's a Force 3 spell. Except that it still has 6 hits behind it.
(Only force based effects are modified!)

Edit:
Remember also that force of the spell limits net hits not total hits.
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Epicedion
post Apr 21 2011, 02:58 PM
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QUOTE (Fringe @ Apr 20 2011, 04:19 PM) *
SR4A, p. 61, callout box (A Note on Modifiers):
"Shadowrun, Fourth Edition, uses four distinct types of modifiers: Attribute modifiers, Skill modifiers, threshold modifiers, and dice pool modifiers. Attribute and Skill modifiers affect the character’s relevant stats directly, resulting in augmented Attribute Ratings and modified Skill Ratings respectively (see Attribute Ratings, p. 68, and Skill Ratings, p. 68). Threshold modifiers are situational modifiers that increase or decrease the thresholds of unopposed Success Tests and Extended Tests (see Thresholds, p. 63). Finally, dice pool modifiers are the most common type of modifiers; they represent dice pool increases and reductions from situational modifiers, the effects of augmentations, powers, spells, and from injuries, qualities, and various other sources (see Dice Pool Modifiers). These add and subtract from the dice pools but do not modify the basic Skills and Attributes in use."


This is a good point, and I can't believe no one's brought this sidebar up before. I'm still not really convinced that certain oddities in the system aren't intended to be bonus dice without being a modifier, though. Edge is sort of described in the same way as foci and specializations.
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