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> Manaball resistances, How many do you get?
Lagomorph
post Feb 24 2006, 05:10 AM
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In reading over the direct combat spells last night, it appears that direct spells don't have any kind of damage resistance roll.

the passage in question is this:
QUOTE (SR4 pg 195)
Direct Combat Spells: Handle these as an Opposed Test. THe caster's Magic + Spellcasting is resisted by the target's Body (for physical spells) or Willpower (for mana spells), plus Counterspelling (if available). The caster needs at least on net hit for the spell to take effect. Direct Combat spells affect the target from the inside, so armor dose not help with the resistance.


So from this passage, it appears that if you don't resist the spell fully, you get no chance to stage the damage down. This is the only combat action where you get no opportunity to stage the damage down.

An example would be like this:

Fire a 5P gun and a force 5 spell
Get 3 successes on both rolls
Target gets one test to resist/dodge
Target faces 7p from both
He now can use body/armor to reduce damage from gun but not from spell

Has any one else noticed this inconsistancy? Or have a better reading of what the rules say for this? Or created a house rule?
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TinkerGnome
post Feb 24 2006, 05:30 AM
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I think you're reading it right. It worked that way in SR3, as well.

The balancing factors are that spells cause drain and casting a spell requires a complex action. Thus, it's not so much a single force 5 spell vs. a 5P gunshot as a force 5 spell vs. two 5P gunshots.
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Endgame50
post Feb 24 2006, 06:33 AM
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In SR3, the resistance roll WAS the staging roll. There was no chance to avoid it at all (barring magical aid of teammates). So this is actually a bit of a step up in that you have a chance (albeit small) of completely "evading" a spell on your own.
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Crusher Bob
post Feb 24 2006, 07:45 AM
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Actually, you can fully avoid the effects of the spell (i.e. not even take the base damage) if you get more successes on your resistance roll than the mage gets to hit you. The mage needs at least one net hit (after the resistance roll) to effect you with direct magic. On the other hand, indirect magic (elemental manipulations), as they create actual physical explosions, do not suffer from this problem.

edit

here's the quote, p174 of sr4
QUOTE
The caster must generate at least 1 net hit on the Opposed Test for the spell to succeed.
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Thanee
post Feb 24 2006, 08:22 AM
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And don't forget, that you (technically) get more dice to resist (Body or Willpower plus Counterspelling (without Counterspelling magic is extremely nasty for sure, but that's most likely how it is supposed to be)), than you get to dodge a bullet (Reaction only).

Of course, you can boost Reaction better than Willpower usually...

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Ryu
post Feb 24 2006, 09:36 AM
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And there is still damage resistance after the reaction (+ possibly dodge) roll.
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Thanee
post Feb 24 2006, 10:31 AM
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Yeah, that makes the two roughly even (with Counterspelling at hand), which is what I meant to say. :)

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Zen Shooter01
post Feb 24 2006, 03:58 PM
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Just to throw a little light, an example of how I understand it:

Magician throws a force 5 mana bolt and scores two hits.

Target rolls his Willpower + Counterspelling (if any) and scores one hit.

The magician takes the base damage, which is same as the force, adds his net hits to it, and does 6 damage.

But if the target had rolled two hits or more, the magician would have had no net hits, and done no damage at all.

And keep this little factoid in mind about the ever popular mana bolt. The force is not only the base damage, but a limiter on how many hits can be achieved on the spellcasting test. So the maximum possible damage of a manabolt is force x2, meaning that a force 4 manabolt has no chance of incapacitating a metahuman.
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Azralon
post Feb 24 2006, 04:17 PM
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Yes; direct spell resistance rolls are basically "dodge" rolls. You can reduce the DV, but if you get enough hits you negate the spell effects upon you altogether. There's no "soak" roll.

Indirect spells get the normal dodge-like roll as well as a soak roll.
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Moon-Hawk
post Feb 24 2006, 04:20 PM
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edit: This post is crap, ignore it. I posted without thinking.


QUOTE (Zen Shooter01 @ Feb 24 2006, 10:58 AM)
And keep this little factoid in mind about the ever popular mana bolt. The force is not only the base damage, but a limiter on how many hits can be achieved on the spellcasting test. So the maximum possible damage of a manabolt is force x2, meaning that a force 4 manabolt has no chance of incapacitating a metahuman.

So force 4. Max successes 8. Assume no successes on the resistance test. 8 net successes. Add net successes to the base damage of the spell, which is 4, right? 12 damage. Am I doing this wrong?
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Brahm
post Feb 24 2006, 04:23 PM
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QUOTE (Moon-Hawk @ Feb 24 2006, 11:20 AM)
QUOTE (Zen Shooter01 @ Feb 24 2006, 10:58 AM)
And keep this little factoid in mind about the ever popular mana bolt. The force is not only the base damage, but a limiter on how many hits can be achieved on the spellcasting test. So the maximum possible damage of a manabolt is force x2, meaning that a force 4 manabolt has no chance of incapacitating a metahuman.

So force 4. Max successes 8. Assume no successes on the resistance test. 8 net successes. Add net successes to the base damage of the spell, which is 4, right? 12 damage. Am I doing this wrong?

Base 4 DV + 1 DV per net hit, maximum 4 hits meaning a maximum of 4 net hits. So 8 DV maximum. 8 DV is only reached if the target had no hits on their resistance roll, each resistance roll hit reduces that maximum even if it does not negate the spell.
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Moon-Hawk
post Feb 24 2006, 04:26 PM
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Oh, I was thinking max successes was twice force. Nevermind, I'm retarded.
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Azralon
post Feb 24 2006, 04:29 PM
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QUOTE (Zen Shooter01 @ Feb 24 2006, 11:58 AM)
And keep this little factoid in mind about the ever popular mana bolt. The force is not only the base damage, but a limiter on how many hits can be achieved on the spellcasting test. So the maximum possible damage of a manabolt is force x2, meaning that a force 4 manabolt has no chance of incapacitating a metahuman.

Absolutely.

Now, depending on how your GM interprets the "casting multiple spells simultaneously" option, you might be able to incap a single target by throwing two Force 4 Manabolts at him at the same time.

You'd still have to split your casting dice between the two spells, and the drain would go from 2 to a 3 on each spell. But, if the dice gods are very kind to the mage, you're looking at a maximum of 16P damage done in one complex action for the price of soaking 3 points of drain twice.

Bump it to Force 5 if you can for a little extra damage at no additional drain, by the way.

Of course it means your target is all the more likely to just outright resist your spells completely. If you're a beefy mage throwing, say, 12 casting dice normally, then you're looking at casting with something like 6 and 6 against the target's Willpower.

Your odds are still pretty decent of getting one net hit but not near as assured as if you had just cast the one Force 5 and relied upon net hits to stage up the damage to something respectable.

Of course, throwing two spells at once also means you have two chances to use Edge. It also means the target likewise has two chances, but usually PCs have more Edge than NPCs. Usually.

So, the moral of the story is that if you're pretty sure the target has a very very low chance of resisting your casting even at half your normal dice pool, doing the "semi-automatic" trick and firing off two spells at once might be useful.
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mdynna
post Feb 24 2006, 05:16 PM
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Interesting little fact: the minimum damage a Direct Combat Spell can do is Force + 1. Since the Magician needs at least 1 net hit for the spell to take affect at all so the damage will always be at least Force + 1.
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Azralon
post Feb 24 2006, 05:30 PM
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QUOTE (Azralon @ Feb 24 2006, 12:29 PM)
So, the moral of the story is that if you're pretty sure the target has a very very low chance of resisting your casting even at half your normal dice pool, doing the "semi-automatic" trick and firing off two spells at once might be useful.

Just to clarify and curb anyone's misconceptions or inclinations to jump on me:

Casting two spells at once is more like using two pistols at once than it is like pulling the trigger twice on a semi-automatic. Dual-wielding requires you to split your dice pool, while firing one gun per Simple Action does not split your pool.

So, when I said casting two simultaneous spells is likened unto shooting a semi-automatic, the metaphor was very loose and shouldn't be taken too seriously. :)
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Endgame50
post Feb 24 2006, 08:26 PM
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QUOTE (Azralon)


So, when I said casting two simultaneous spells is likened unto shooting a semi-automatic, the metaphor was very loose and shouldn't be taken too seriously. :)

And here I was, about to get a gas vent for my team's mage.
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Azralon
post Feb 24 2006, 08:49 PM
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QUOTE (Endgame50)
And here I was, about to get a gas vent for my team's mage.

Well, I've known some troll mages that coulda used them after a particularly large bowl of soychili.
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Shrike30
post Feb 24 2006, 08:56 PM
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Keep in mind, too, that guns have nifty little things they can do like autofire, which (combined with some venting) let you jack up the damage being done essentially for free. The ranged combat penalties apply to both equally. Firearms also have the added advantage of being able to fire through walls, with AR going a long way towards cancelling out some of the penalties for doing that.

Besides, after you cast a spell, you've got to either clean up your signature or use... whichever metamagic makes you harder to track, I don't remember the name. A gun you can strip down into it's 6 major components and discard all over town.
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Azralon
post Feb 24 2006, 10:30 PM
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QUOTE (Shrike30 @ Feb 24 2006, 04:56 PM)
A gun you can strip down into it's 6 major components and discard all over town.

Oddly enough, when he became a liability that's exactly what we once did to our rigger.
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TinkerGnome
post Feb 24 2006, 10:45 PM
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QUOTE (Shrike30)
The ranged combat penalties apply to both equally.

To an extent, ranged combat penalties (especially visibility penalties) are worse on mages since they have to rely on natural, optical, and cybernetic vision mods. Mundanes and even shooty adepts get to use those nifty contacts and goggles to give them every vision mode imaginable.
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Shrike30
post Feb 24 2006, 10:47 PM
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Asides from having no essence loss, and the option of magesight goggles, is there anything a set of goggles can do that your cybereye can't?
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TinkerGnome
post Feb 24 2006, 10:59 PM
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Well, for mages, the essence loss is the big deal.
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Brahm
post Feb 24 2006, 11:07 PM
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QUOTE (Shrike30)
Asides from having no essence loss, and the option of magesight goggles, is there anything a set of goggles can do that your cybereye can't?

It is a fairly casual thing to remove them and leave them at home. Not so much with cybereyes.
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Azralon
post Feb 24 2006, 11:14 PM
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I dunno, I suppose if you bought two sets of optical drones (one with legal enhancements, one the smartlink) then you can have modular eyeballs.
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TinkerGnome
post Feb 24 2006, 11:25 PM
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Hmm... casting spells through optical drones.

Note: There's no way I'd allow it as a GM, but it'd be funny (and completely broken) if it did work.
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