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#1
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Target ![]() Group: Members Posts: 26 Joined: 14-September 09 Member No.: 17,638 ![]() |
QUOTE SM 162"At the gamemaster’s discretion, other elemental effects may be allowed, though they should be carefully analyzed and weighed against existing effects." I would like to propose an extra element or two to our GM but I want to make sure it is a balanced as it is cool. My first choice would be Darkness because I have a very shadow/stealth oriented character that will be using shadow spells and such to hide and blend into the darkness. I know several FF style games have Darkness elements but they don't really mean anything other than people needing one more stat for resistance. If I have a spell or a spirit power with the Element Darkness (or Void) what sort of secondary effects could it provide when it hits? The body penetrated by darkness giving some (non stackable) modified or Void giving some status effect? If I cannot think of anything, I guess I will just suggest no special effects at have it be the same effect as another element just with different visuals but I would really rather it be interesting or different. |
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#2
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,236 Joined: 27-July 10 Member No.: 18,860 ![]() |
@HunterHerne
QUOTE But if that is so, someone forgot to mention the effects of the elemental effect (including any and all damage code modifications) overwrite the necessities to make the spell elemental. And this is how I treat it. Nope, I do not think this is probable, because the spelldescription itselfs mentioned what kind of damage they do. Sound is questionable, because there is not a spell, but lightning bolt RAW is doing physical damage in any case. Because the spell description is telling you that. And direct ruling always beats general/description. My best guess is, that the guy writing the spells had no idea what the elemental damage really does. (This changed in Street magic, because now the elemental effects are written in the same section) @Dakka Dakka Ok, than you are unable to make a "stun" electricity spell. Well, that is odd. |
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#3
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,019 Joined: 10-November 10 From: Annapolis Valley, Nova Scotia Member No.: 19,166 ![]() |
@HunterHerne Nope, I do not think this is probable, because the spelldescription itselfs mentioned what kind of damage they do. Sound is questionable, because there is not a spell, but lightning bolt RAW is doing physical damage in any case. Because the spell description is telling you that. And direct ruling always beats general/description. What I see is a spell that is supposed to do Physical damage, as per the spell creation rules say. Then references the electricity special damage, which says: QUOTE A wide variety of nonlethal weapons are designed to incapacitate targets with electrical shock attacks, including stun batons, tasers, cyberware shock hands, and similar electrically charged weapons. These weapons rely on a contact discharge of electricity rather than kinetic energy. Spells and critter powers such as Lightning Bolt and Energy Aura cause similar effects. Electrical damage is treated as Stun damage and resisted with half Impact armor (rounded up)—metallic armor, however, offers no protection. So I choose to translate it as the elemental type overwriting the effects. Whether this is right or not, I don't know. But it works in my games. (where fireball is sometimes more powerful then other games because a lot of things actually do catch fire, including characters and drones.) |
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#4
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
So I choose to translate it as the elemental type overwriting the effects. Whether this is right or not, I don't know. But it works in my games. (where fireball is sometimes more powerful then other games because a lot of things actually do catch fire, including characters and drones.) Wow you nerf indirect combat spells even more than the rules already do. Randomly igniting stuff is not an advantage. Making the lighnting bolt largely ineffective against drones isn't good for the user either. I guess in your world the only "safe" one then is Acid Stream/Toxic wave, as the the spell's description effectively overwrites the continued corrosion. Or just stack up on dice and use direct combat spells against everything.
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,019 Joined: 10-November 10 From: Annapolis Valley, Nova Scotia Member No.: 19,166 ![]() |
Wow you nerf indirect combat spells even more than the rules already do. Randomly igniting stuff is not an advantage. Making the lighnting bolt largely ineffective against drones isn't good for the user either. I guess in your world the only "safe" one then is Acid Stream/Toxic wave, as the the spell's description effectively overwrites the continued corrosion. Or just stack up on dice and use direct combat spells against everything. I'm actually a big fan of indirect spells. But I feel the elements should be more important then they are. And, yes, I know Fireballing an area and then having all your friends burn to ashes in the results is dangerous, it's supposed to be. It makes Flamethrower more valuable. Lightning bolt is still viable to disable drones, and Smoke and sound are still painful, if you aren't a drone or wall and don't have the protection (which many of my players and my NPC's don't). I also nerf direct spells, which deal only net hits damage on the physical plane in my games (but on the astral and metaplanes work normally) |
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