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Neraph
post Mar 20 2009, 04:24 AM
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QUOTE (suppenhuhn @ Mar 18 2009, 11:06 PM) *
What i always found a bit puzzling is that cyberware doesn't effect spells like shapechange. Imagine turning into a mouse and having a human sized cyberleg (IMG:style_emoticons/default/grinbig.gif)

I would imagine the cyberware/bioware would be affected like drakes: only available in metahuman form, subsumed by the other form.
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Mikado
post Mar 20 2009, 04:32 AM
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QUOTE (greylotus @ Mar 17 2009, 02:13 PM) *
So...when magic is beneficial in a healing sense the game takes low essence into consideration. But when casting something like...a lvl 10 stun/force ball essence means absolutely nothing? Or when using something like enhance ability on the cyber freaked troll to make his 15 str go even higher again essence means nothing? We really have no idea how to take this one because on both sides of the field it can fuck you over.

Which is why I suggested that it affect the casting of DC spells. That and a few other changes to the casting mechanic of DC spells fix them the right way. Or at least closer than the way it is now.
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Neraph
post Mar 20 2009, 04:35 AM
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QUOTE (greylotus @ Mar 17 2009, 12:13 PM) *
So...when magic is beneficial in a healing sense the game takes low essence into consideration. But when casting something like...a lvl 10 stun/force ball essence means absolutely nothing? Or when using something like enhance ability on the cyber freaked troll to make his 15 str go even higher again essence means nothing? We really have no idea how to take this one because on both sides of the field it can fuck you over.

This doesn't work because Direct Combat spells affect objects and people equally (except mana spells, which would selectively target the person and leave the cyber out of the mix).
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Coldan
post Mar 20 2009, 04:50 AM
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Health spells wants to restore the body, so cyberware will hinder them as they are present in the body and disturbs the flow of mana. Direct combat spells will act contrary to the helth spells as they destroy the body. If there is allready damage (implants) it will only be easier for them, because it is one part less of the body to be destroyed.
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Mikado
post Mar 20 2009, 05:13 AM
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QUOTE (Coldan @ Mar 19 2009, 11:50 PM) *
Health spells wants to restore the body, so cyberware will hinder them as they are present in the body and disturbs the flow of mana. Direct combat spells will act contrary to the helth spells as they destroy the body. If there is allready damage (implants) it will only be easier for them, because it is one part less of the body to be destroyed.

But technology is resistant to mana (Object resistance) and cyberware dirupts the flow of mana through the body (essence loss) so it is not that far fetched.
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Caadium
post Mar 27 2009, 05:07 AM
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I know that this thread has been somewhat dead, but the original post of this thread got me thinking. Page 207 of SR4A does state that low-essence characters are harder to heal. It also says that:

QUOTE
Negative Health Spells: Spells that negatively affect a character require an Opposed Test, pitting Spellcasting + Magic vx. the target's appropriate attribute (+ Counterspelling, if available).


What strikes me about that is that there is no reference to how essence affects Negative Health Spells. In previous editions of SR all health spells were affected by essence. The following quote is from the SR4 FAQ:

QUOTE
Does the penalty for low Essence (noted in Healing Characters with Implants, p. 199, SR4) apply to all Health spells or simply those that heal damage?

It applies to all Health spells, including Negative Health spells.


This brings me to my question. Did something change, and essence no longer affects negative health spells? Or, did they simply overlook a chance to clarify this in a Core book; leaving it to be clarified via the FAQ?

Until I hear otherwise, my table will still be using the FAQ answer.
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Neraph
post Mar 27 2009, 03:12 PM
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Use the FAQ answer. That's how it was intended.
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