IPB

Welcome Guest ( Log In | Register )

4 Pages V  < 1 2 3 4 >  
Reply to this topicStart new topic
pbangarth
post May 2 2010, 05:24 AM
Post #26


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

Group: Dumpshocked
Posts: 10,232
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



QUOTE (Rand @ May 1 2010, 11:11 PM) *
Actually, I believe the mage rolls the counterspelling dice, counts the hits and they add to any hits the protected characters get off their own defensive rolls. A single roll is used to protect everyone that is being protected - not a bad time to use Edge, I think....


QUOTE (SR4A page 185)
When a protected character is targeted with a spell, she rolls
Counterspelling dice in addition to the appropriate attribute (Body or
Willpower) for the resistance test.
Go to the top of the page
 
+Quote Post
pbangarth
post May 2 2010, 05:28 AM
Post #27


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

Group: Dumpshocked
Posts: 10,232
Joined: 14-August 03
From: Just north of the Centre of the Universe
Member No.: 5,463



QUOTE (toturi @ May 1 2010, 08:53 PM) *
Where is the rule that says Counterspelling is limited to the plane the counterspeller is on?

Does this work?
QUOTE (SR4A page 185)
A protected character must also stay within the magician’s line of sight in order for Counterspelling to be used.
Go to the top of the page
 
+Quote Post
Patrick the Gnom...
post May 2 2010, 06:23 AM
Post #28


Moving Target
**

Group: Members
Posts: 419
Joined: 10-February 09
Member No.: 16,863



Right, a character has to be within the counterspelling mage's line of sight in order to benefit from counterspelling, so a mage that is Astral or Perceiving is unable to maintain line of sight to a person on the physical plane and therefore can't counterspell for them.
Go to the top of the page
 
+Quote Post
FriendoftheDork
post May 2 2010, 01:54 PM
Post #29


Running Target
***

Group: Members
Posts: 1,288
Joined: 4-September 06
From: The Scandinavian Federation
Member No.: 9,300



double post

This post has been edited by FriendoftheDork: May 2 2010, 02:13 PM
Go to the top of the page
 
+Quote Post
FriendoftheDork
post May 2 2010, 01:54 PM
Post #30


Running Target
***

Group: Members
Posts: 1,288
Joined: 4-September 06
From: The Scandinavian Federation
Member No.: 9,300



QUOTE (Karoline @ May 2 2010, 04:01 AM) *
It's the window analogy. You can't affect anything on a plane you aren't on. Astral can't touch physical and physical can't touch astral. Only makes sense that counterspelling would follow this just like spells do.

That said I don't know that it is ever specifically stated that counterspelling has this limitation, but it is a blanket thing placed on all magic, so I don't know why counterspelling would be an exception.


But thats not totally true. For instance, you can see auras on when in the astral plane, and even read them. Also, all spells and active foci have a presence on the astral plane, whether they are there or not. Thus it can be argued you can counterspel from the astral to the real world (but not the other way around unless astrally perceiving.

Also I seem to remember from Queen Euphoria that she had 2 spirits on the Astral Plane responsible to protect her with counterspelling or the equivalent of the time (SR 2?)
Go to the top of the page
 
+Quote Post
Rand
post May 2 2010, 04:23 PM
Post #31


Moving Target
**

Group: Members
Posts: 195
Joined: 31-January 10
Member No.: 18,100



Aahh. My confusion comesfrom the 20th anniversary edition where the example says that the mage (Anul) rolls counterspelling dice only once and adds the hits to all the characters the are defending. (pg. 185)

As I would prefer to speed up the actions a bit, I think I will go with the single roll, it makes more sense too: the mage is the one doing the counterspelling, not the mundane street-sammie.
Go to the top of the page
 
+Quote Post
Rand
post May 2 2010, 04:32 PM
Post #32


Moving Target
**

Group: Members
Posts: 195
Joined: 31-January 10
Member No.: 18,100



QUOTE (FriendoftheDork @ May 2 2010, 08:54 AM) *
But thats not totally true. For instance, you can see auras on when in the astral plane, and even read them. Also, all spells and active foci have a presence on the astral plane, whether they are there or not. Thus it can be argued you can counterspel from the astral to the real world (but not the other way around unless astrally perceiving.

The auras are on the astral (Auras and Astral Forms, pg. 191, 20th Anniversary Corebook) so when a mage is using Astral Perception to look at them, they are looking at them on the astral. Looking at a person without using Astral Perception will give you nothing of their aura - the same goes for foci and spells.

QUOTE (FriendoftheDork @ May 2 2010, 08:54 AM) *
Also I seem to remember from Queen Euphoria that she had 2 spirits on the Astral Plane responsible to protect her with counterspelling or the equivalent of the time (SR 2?

That module was 3rd edition, right? Or was it 2nd? Either way, it isn't 4th edition, so it bears no influence on 4th edition rules.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post May 2 2010, 04:37 PM
Post #33


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

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



QUOTE (Rand @ May 2 2010, 10:32 AM) *
That module was 3rd edition, right? Or was it 2nd? Either way, it isn't 4th edition, so it bears no influence on 4th edition rules.


And since Magic does not cross the planar boundry, why would counterspelling do so... Assuming that it does breaks that very simple law...
To counter a spell, you must be on the same plane that it originates from...

Keep the Faith
Go to the top of the page
 
+Quote Post
FriendoftheDork
post May 2 2010, 08:07 PM
Post #34


Running Target
***

Group: Members
Posts: 1,288
Joined: 4-September 06
From: The Scandinavian Federation
Member No.: 9,300



QUOTE (Rand @ May 2 2010, 05:32 PM) *
The auras are on the astral (Auras and Astral Forms, pg. 191, 20th Anniversary Corebook) so when a mage is using Astral Perception to look at them, they are looking at them on the astral. Looking at a person without using Astral Perception will give you nothing of their aura - the same goes for foci and spells.


That module was 3rd edition, right? Or was it 2nd? Either way, it isn't 4th edition, so it bears no influence on 4th edition rules.


Show me the rule where it says so. And I think previous edition lays the grounds for the rules in this one. The astral mage is unable to directly affect material beings, but there are no rules saying they can't effect magic.
Go to the top of the page
 
+Quote Post
jimbo
post May 2 2010, 08:18 PM
Post #35


Moving Target
**

Group: Members
Posts: 158
Joined: 5-April 10
Member No.: 18,418



QUOTE (Tymeaus Jalynsfein @ May 2 2010, 11:37 AM) *
And since Magic does not cross the planar boundry, why would counterspelling do so... Assuming that it does breaks that very simple law...
To counter a spell, you must be on the same plane that it originates from...

Keep the Faith


An astral magician can cast a mana spell against an astrally perceiving magician on the physical plane.

I'll admit that I never considered that an astral mage can not draw a LOS to the physical plane...is this because astral perception is a "psychic sense" and not true sight? If so, how does an astral magician draw LOS to beings on the astral plane? He's no longer "seeing"...

All I see is that Counterspelling requires LOS. If you have LOS, you can Counterspell, which is not a spell but a technique to impede the flow of mana.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post May 2 2010, 09:55 PM
Post #36


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



I kind of assumed you could counter spell from the astral to the physical because you could in all previous editions. I get where people are coming from with the LOS, astral plane thing and given the what I remember about what spirits can do for the party it lines up I think.
Go to the top of the page
 
+Quote Post
Rand
post May 3 2010, 12:53 AM
Post #37


Moving Target
**

Group: Members
Posts: 195
Joined: 31-January 10
Member No.: 18,100



QUOTE (FriendoftheDork @ May 2 2010, 04:07 PM) *
Show me the rule where it says so. And I think previous edition lays the grounds for the rules in this one. The astral mage is unable to directly affect material beings, but there are no rules saying they can't effect magic.

The idea in 4th edition is that when you are on the astral plane, you do astral things, and when you are on the physical plane you do physical things even if they are mental or psychological (IMG:style_emoticons/default/wink.gif) in nature. ("A magician in the physical world can only cast spells on targets that are in the physical world. Similarly, a magician in astral space can only cast spells on targets that have an astral form (though the auras of things in the physical world can be seen, auras alone cannot be targeted." Shadowrun 20th Anniversary Edition, pg. 183.) As counterspelling is a magical act (you cannot even get the skill without a Magic rating that is used for spellcasting - even adepts can't get it) it bears to reason that it falls under the same rules that spells do, especially since it falls within the same skill group with spellcasting (and Ritual Spellcasting).

I don't think it says anywhere, "counterspelling can only be used on targets on the same plane" because the general rules of spellcasting in general tell you that.
Go to the top of the page
 
+Quote Post
Johnny Hammersti...
post May 3 2010, 01:00 AM
Post #38


Moving Target
**

Group: Members
Posts: 104
Joined: 17-August 09
Member No.: 17,514



Some of the discussions we have here are funny.

(on the "What? you can't counterspell across planes!" side)
Go to the top of the page
 
+Quote Post
Karoline
post May 3 2010, 02:33 AM
Post #39


Great Dragon
*********

Group: Members
Posts: 5,679
Joined: 19-September 09
Member No.: 17,652



QUOTE (FriendoftheDork @ May 2 2010, 08:54 AM) *
But thats not totally true. For instance, you can see auras on when in the astral plane, and even read them. Also, all spells and active foci have a presence on the astral plane, whether they are there or not. Thus it can be argued you can counterspel from the astral to the real world (but not the other way around unless astrally perceiving.

Yes, you can see and read auras, that is why it is a window analogy, not a brick wall analogy. You can see stuff on the physical plane (auras, astral shadows) while in the astral one, but you cannot touch it. Spells have no more presence on the astral plane than an aura does. Active foci are utterly irrelevant because they are duel natured, and so stand on both sides of the window at the same time. Being duel natured is the only time you could counterspell both astral and physical (plane) spells, because that is the only time you can interact with both planes at the same time.

So yeah, you really can't argue that counterspelling works (interacting with things on a different plane) just because you can see things on a different plane.

QUOTE
Also I seem to remember from Queen Euphoria that she had 2 spirits on the Astral Plane responsible to protect her with counterspelling or the equivalent of the time (SR 2?)

Doesn't really matter what did and didn't work in previous editions, this is a new edition. While you are right that 'the rules are based on the older editions' that does not mean that any given rule automatically carries through, just like grounding spells through a focus is no longer an option.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post May 3 2010, 02:35 AM
Post #40


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

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



QUOTE (FriendoftheDork @ May 2 2010, 02:07 PM) *
Show me the rule where it says so. And I think previous edition lays the grounds for the rules in this one. The astral mage is unable to directly affect material beings, but there are no rules saying they can't effect magic.


If you are on different planes of existence, there is nothing for your "Counterspell" action to target... to be targetable, the magic must be on the same plane as the counterspell to work... seems pretty simple to me...

It does not have to spell that out in stone as the basic rule for magic is already spelled out in stone... therefore, to effect the magic, you must be on the same plane of existence...

Keep the Faith
Go to the top of the page
 
+Quote Post
tagz
post May 3 2010, 02:50 AM
Post #41


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



I have to agree that the rules seem to point to not being able to counterspell across the astral to the physical.

That said, I don't think it would be totally unbalancing if it was allowed. In fact, I think it would make the astral more fun to play on. Astral over-watch seems to have only two uses to me: spying/surveillance and dropping spirits into the physical like bombs.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post May 3 2010, 02:53 AM
Post #42


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



QUOTE (tagz @ May 2 2010, 09:50 PM) *
I have to agree that the rules seem to point to not being able to counterspell across the astral to the physical.

That said, I don't think it would be totally unbalancing if it was allowed. In fact, I think it would make the astral more fun to play on. Astral over-watch seems to have only two uses to me: spying/surveillance and dropping spirits into the physical like bombs.


Which is why I'd say in 4e there really isn't astral over-watch.
Go to the top of the page
 
+Quote Post
Patrick the Gnom...
post May 3 2010, 02:58 AM
Post #43


Moving Target
**

Group: Members
Posts: 419
Joined: 10-February 09
Member No.: 16,863



QUOTE (tagz @ May 2 2010, 09:50 PM) *
I have to agree that the rules seem to point to not being able to counterspell across the astral to the physical.

That said, I don't think it would be totally unbalancing if it was allowed. In fact, I think it would make the astral more fun to play on. Astral over-watch seems to have only two uses to me: spying/surveillance and dropping spirits into the physical like bombs.

The unbalancing thing I see about cross-plane counterspelling is that it would make it pretty difficult to take out the opponent's counterspelling if it's coming solely from the astral. The mage can't go "shit, this guy has counterspelling out his ass. Yo Tin Man, think you can fill the skinny guy full a' stick n shock for me so I can frag the rest with a fireball?" if the enemies are using astral mages/spirits for counterspelling then they will have counterspelling for the rest of the fight and there's really not anything players can do about it.
Go to the top of the page
 
+Quote Post
tagz
post May 3 2010, 03:05 AM
Post #44


Moving Target
**

Group: Members
Posts: 492
Joined: 28-July 09
Member No.: 17,440



QUOTE (Patrick the Gnome @ May 3 2010, 02:58 AM) *
The unbalancing thing I see about cross-plane counterspelling is that it would make it pretty difficult to take out the opponent's counterspelling if it's coming solely from the astral. The mage can't go "shit, this guy has counterspelling out his ass. Yo Tin Man, think you can fill the skinny guy full a' stick n shock for me so I can frag the rest with a fireball?" if the enemies are using astral mages/spirits for counterspelling then they will have counterspelling for the rest of the fight and there's really not anything players can do about it.

Except have their own mage astrally project/percieve and fight the mage on the astral.

Just like if the opponents have a hacker. That hacker will do what he likes till the runner team's hacker goes onto the matrix and deals with him. I don't see how it's any more unbalancing then that.
Go to the top of the page
 
+Quote Post
Karoline
post May 3 2010, 03:05 AM
Post #45


Great Dragon
*********

Group: Members
Posts: 5,679
Joined: 19-September 09
Member No.: 17,652



QUOTE (Patrick the Gnome @ May 2 2010, 09:58 PM) *
if the enemies are using astral mages/spirits for counterspelling then they will have counterspelling for the rest of the fight and there's really not anything players can do about it.


Well, the party's mage could go astral and try and take out the counterspelling mage. Personally I like the idea of counterspelling crossing planes because it makes the astral plane more useful. It gives mages a reason to invest in astral combat because controlling the astral plane becomes a bit more useful. As things stand, having control of the astral plane is basically useless, because all people have to do to defeat you is not go into the astral to fight you, since control of the astral gives you no benefits on the physical where most people are.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post May 3 2010, 03:06 AM
Post #46


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

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



QUOTE (Karoline @ May 2 2010, 09:05 PM) *
Well, the party's mage could go astral and try and take out the counterspelling mage. Personally I like the idea of counterspelling crossing planes because it makes the astral plane more useful. It gives mages a reason to invest in astral combat because controlling the astral plane becomes a bit more useful. As things stand, having control of the astral plane is basically useless, because all people have to do to defeat you is not go into the astral to fight you, since control of the astral gives you no benefits on the physical where most people are.



Except that an unopposed astral mage can continue to drop summoned spirits all over you... You still need to have the ability to control the Astral Space... and trhe second you open yourself to astral space, you are vulnerable to the mage/spirits waiting on the other side... remember, they will get an action against you before you can really do anything, as astral perception/projecting takes your action for that pass (at least enough so that you will not be casting a spell or making a melee attack anyways)...

Keep the Faith
Go to the top of the page
 
+Quote Post
Karoline
post May 3 2010, 03:12 AM
Post #47


Great Dragon
*********

Group: Members
Posts: 5,679
Joined: 19-September 09
Member No.: 17,652



That's true, that is the one case in which controlling astral is important. I suppose that and wanting to make a clean getaway. If you have an astral mage watching you, they'll follow you right to your hideout. I suppose the NPCs just need to make more use of awakened. The problem is that the setting claims a less than 1% awakened population, but roughly 50-75% of runner teams tend to be awakened. Edit: not to mention that each of those characters generally knows an entire group of awakened, and a talismonger, and maybe another awakened or two.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post May 3 2010, 03:15 AM
Post #48


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

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



QUOTE (Karoline @ May 2 2010, 09:12 PM) *
That's true, that is the one case in which controlling astral is important. I suppose that and wanting to make a clean getaway. If you have an astral mage watching you, they'll follow you right to your hideout. I suppose the NPCs just need to make more use of awakened. The problem is that the setting claims a less than 1% awakened population, but roughly 50-75% of runner teams tend to be awakened. Edit: not to mention that each of those characters generally knows an entire group of awakened, and a talismonger, and maybe another awakened or two.


The demographics of Mages tend to run to Large Cities, with a fair amount of them in Corporate or Security or Shadowrunning Billets... If you look, there are less Doctors in the world than there are Mages, and I know a ton of Doctors myself... I am sure that you are the same...

Keep the Faith
Go to the top of the page
 
+Quote Post
Patrick the Gnom...
post May 3 2010, 03:36 AM
Post #49


Moving Target
**

Group: Members
Posts: 419
Joined: 10-February 09
Member No.: 16,863



QUOTE (Karoline @ May 2 2010, 10:12 PM) *
That's true, that is the one case in which controlling astral is important. I suppose that and wanting to make a clean getaway. If you have an astral mage watching you, they'll follow you right to your hideout. I suppose the NPCs just need to make more use of awakened. The problem is that the setting claims a less than 1% awakened population, but roughly 50-75% of runner teams tend to be awakened. Edit: not to mention that each of those characters generally knows an entire group of awakened, and a talismonger, and maybe another awakened or two.

1% of the entire earth's population is still 60 million people, which is about 1/5 the population of the United States. That's a shit ton of people and it doesn't seem to include non-human awakened such as pixies or naga, or infected awakened, such as ghouls or vampires. I personally like to increase the mage ratio a bit in my games so that magic is a bit more common but really, it doesn't need it all that much. GMs should feel free to plant awakened opposition wherever they feel neccessary, it's fairly likely that the places you want to put mages are the places where they would be more likely to be hired by a corp that wants to hang on to its stuff. Sure, the ratio is less than 1%, and not everyon who is awakened develops their talent, and most Awakened end up as adepts, but the number is still big enough to justify magical opposition whenever a GM wants it.
Go to the top of the page
 
+Quote Post
Shinobi Killfist
post May 3 2010, 03:43 AM
Post #50


Neophyte Runner
*****

Group: Members
Posts: 2,431
Joined: 3-December 03
Member No.: 5,872



Is it still 1% in 4e??

Usually its 1% is magically active and the smallest % of that 1% is a full magician. Or previously the smallest % was physical mages which are now mystic adepts.
Go to the top of the page
 
+Quote Post

4 Pages V  < 1 2 3 4 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 7th June 2025 - 03:34 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.