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> Force 10 Manaballs, Should I be worried
The Jopp
post Mar 28 2006, 02:41 PM
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QUOTE (Edward)


Probably better using stun ball however. Lower drain and stun tracks are shorter. If you really want them dead stab them in the throat with your combat knife after.

Eeh…stun ball is right, knife to the throat is not. Remember, this is shadowrun. Rampant killings of security guards is a BAD thing.

They are not powerful and can die easily but sooner or later you will kill one of the guards that actually have a powerful friend. Like an up and coming CEO of a new corporation that has some powerful connections and perhaps even more powerful friends. Or what if a small association of slayed sec guards pop up after a few months and a large group of grieving sposes/widows decide to hire their own help to track you down.

Stun, shock, bludgeon them into unconciousness but please do AVOID bloodshed, it IS the sign of the amateur…unless of course you DO go up against professional security guards in armour SMG’s and the training to be an actual threat – just don’t kill Mr.Dougnutmuncher or Mr.Coffeedrinker.
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Gomez
post Mar 28 2006, 03:18 PM
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In my second game, the mage of the group threw a Force 10 Stunball at a dozen go gangers who where chasing them on motorcyles. Wiped out the whole gang. :please:

And he took no damage from the drain. I am very worried.
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Clyde
post Mar 28 2006, 03:22 PM
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What were his stats like? Willpower 7, Logic 6? Combat spell focus? Spirit helping out?

If he was a garden variety starting character I wouldn't worry too much - he probably just got lucky on the roll. Besides, an SR3 Stunball would do Deadly level damage with no drain every time.
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Gomez
post Mar 28 2006, 03:38 PM
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Magic 6
Spellcasting 6 (+2 Combat Spells)

Willpower 5
Logic 5

Mentor Spirit (+2 Combat Spells)
Combat Fetish (+2 to resist Drain)

First he casts the Increase Will spell and used an Sustaining Focus to keep it going. That increased his Will to 9.

So Casting the Force 10 Stun Ball (6+6+2+2 = 16 dice)
Resisting Drain of 6 (F/2+1) (9+5+2 = 16 dice)
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James McMurray
post Mar 28 2006, 06:53 PM
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He spent over 1/2 of his build points (207 of them, barring any racial mods) on doing that trick, so he should be pretty good at it. On average he should have taken one point of drain (16 dice = 5 hits). It does mean he's going to be weaker in times when his magic isn't so helpful.

But always remember that last step of character creation: GM approval. If the character is too powerful for the tone of the campaign, tell the player to tone it back some.
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GingerbreadMan
post Mar 28 2006, 08:02 PM
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Minor Note for the GMs out there. Play the range game. A Force 10 mana ball has a 10 meter radius (20 meter diameter). Beside being obvious to everyone in site, everything within roughly 30 yards is getting baked (line of site and all that applies). Mana ball is a sphere - don't forget about those innocent victims nearby. it will help discourage rampant use of this sort of thing. (that's an 8 story building). Chances are that a few party members are within that range.
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Cain
post Mar 28 2006, 08:08 PM
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QUOTE
He spent over 1/2 of his build points (207 of them, barring any racial mods) on doing that trick, so he should be pretty good at it.


Yeah, but he's also pretty good at most other kinds of magic as well. Without knowing exactly what totem he took, I couldn't tell you the exact penalties; but based on what I see, I think he'd have 12 dice for general sorcery, and 14 dice for genera drain resistance. That's still a lot.
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James McMurray
post Mar 28 2006, 08:10 PM
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Also don't allow a mage without some sort of rangefinder technology (cybereyes most likely) to pick an exact spot for his balls. Make him worry about hitting friendlies sometimes. Heck, just having the group of bad guys up against a wall means the group has to be around 35 feet away to ensure none of the team members get caught in that 10m radius blast.
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JustSix
post Mar 28 2006, 08:10 PM
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QUOTE (GingerbreadMan)
Minor Note for the GMs out there. Play the range game. A Force 10 mana ball has a 10 meter radius (20 meter diameter). Beside being obvious to everyone in site, everything within roughly 30 yards is getting baked (line of site and all that applies). Mana ball is a sphere - don't forget about those innocent victims nearby. it will help discourage rampant use of this sort of thing. (that's an 8 story building). Chances are that a few party members are within that range.

Actually, I don't think a manaball would have *any* visible effect. Since it's mana-based, it only affects living objects, which means non-living objects within the radius are unaffected. Since manaball/bolt spells channel magical energy from within the target, I've always played them as causing internal injuries -- the body exploding/imploding from within (ala Scanners). A group of mundane observers witnessing a Force 10 manaball would see the victims suddenly cry in pain as they collapsed, heads exploding, chests rupturing, etc. -- no fancy light show. Anyone else run it like that?
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GingerbreadMan
post Mar 28 2006, 08:16 PM
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Sorry, I mean the casting is obvious, not the effect. (except the piles of dead bodies)
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Magus
post Mar 28 2006, 08:28 PM
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That would depend on your aspect of Magic. My hermetics vary rarely have any visual representation of spell casting other than line of site and maybe if I took a geas in 3rd vocalization. Shamanic bent mages usually are the ones that have a noticable casting. Ie shamanic mask, chanting dancing etc etc.
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Butterblume
post Mar 28 2006, 08:32 PM
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QUOTE (GingerbreadMan)
Beside being obvious to everyone in site, everything within roughly 30 yards is getting baked

Sorry, but this would be close to 22 yards, not 30 yards.

Those poor bastards in the air taxi could still be hit ;).
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Apathy
post Mar 28 2006, 08:32 PM
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It seems to me that the common problem with aoe damage spells is the 'aoe' part. Most of the time when I've played, either
  • The opposition is too spread out, or
  • you've got friendlies in the area of effect (often including yourself)
If you're in open terrain (parking lot, etc.) where you can see the enemy from plenty far away, those targets have a chance to spread out so you can't hit them all with one blast. The same applies to other aoe damage like grenades.

If you're in close terrain (cube farm in office complex) often by the time you see the enemy, he's right up on you. Then you can't cast on him without including yourself in the blast radius. Nothing like having to resist both the effects of the spell and the drain code...

Finally, magic isn't as effective in my games in general because I've pretty much ruled that all urban areas have at least a point of background count, if not more. Add in visibility modifiers from smoke grenades and partial cover, disorientation from gas grenades, unrelated injuries, [sometimes]spell defense, wards, mana barriers, [occasional] spirits using confusion, etc. and it can get really hard to cast with any certainty of success.
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Waltermandias
post Mar 28 2006, 08:47 PM
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The area thing is something to definately take into consideration, at least it makes the force 10 manaball a bit more situational. I am still a little concerned about the force 10 indivdual spells (manabolt, powerbolt, etc.) There are some pretty good reasons to hold off on these spells generally, but I worry about them trivializing the big scary opposition. I'm a little worried about the big impressive baddy getting one-shotted by the mage squeezing off one net hit on his casting roll. Even if the baddy's defenses are good, getting one success is still very doable, moreover, increasing his ability to withstand spells to a crazy level stops more "legitimate" uses of spells, which I certainly don't want to discourage.

More and more I worry that I may need to institute some sort of house rule concerning drain or drain whilst overcasting. Any ideas? I think the goal should be to keep spellcasting good but risky in general (the lack of drain in the game's I have been in has made me a little sad) and overcasting should be a hellaciously dangerous "OMFG I'm going to die if I don't do this" sort of thing. Basically I want a feel like in the fluff piece at the beginning of the magic chapter. The mage is pretty sure that overcasting won't kill her and needs the troll dead right fucking now! At the end the spell goes off, the troll dies, and the mage blacks out from godawful pain. That's what overcasting should be to me.
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Apathy
post Mar 28 2006, 08:59 PM
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There's lots of threads on this forum, and suggestions in the BBB for making magic less uber in general. In my mind, the most easily applied choices are:
  • change the drain values to equal Force + x, instead of (Force/2) + x, or
  • treat background count as increasing threshhold by that amount.
The second option makes magic significantly less effective, especially in toxic or aspected areas. (It really sucks to face the big-baddie on its own turf.) The first option just makes the hangover bad enough to think twice before overcasting unless there's no other choice.

That said, this is a controversial topic that nobody really agrees about on these forums.
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Gomez
post Mar 28 2006, 09:09 PM
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Maybe if you change the drain code when a mage overcasts to the Force+X instead of (Force/2)+X
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Dashifen
post Mar 28 2006, 09:16 PM
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QUOTE (Magus)
That would depend on your aspect of Magic. My hermetics vary rarely have any visual representation of spell casting other than line of site and maybe if I took a geas in 3rd vocalization. Shamanic bent mages usually are the ones that have a noticable casting. Ie shamanic mask, chanting dancing etc etc.

Actually, Magus, it doesn't matter whether they're shamanic or hermetic anymore, with respect to noticing magic. See the top of the second column on page 168:

QUOTE ("SR4 p. 168 under Noticing Magic")
Noticing if someone is using a magical skill requires a Perception Test (p. 117) with a threshold equal to 6 minus the magic’s Force—more powerful magic is easier to spot. Th e gamemaster should apply additional modifi ers as appropriate, or if the perceiver is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is evident (+2 dice).


Granted, it's still easier to see shaman's based on the +2 for the shamanic mask, but you can notice hermetic spellcasting with a Perception test, too.
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Dashifen
post Mar 28 2006, 09:20 PM
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@Waltermandias
Also, don't forget the easy house rule that drain cannot be healed (as in the spell). The RAW allow a mage to overcast a spell and then have another mage (or the same one) heal the drain away. By saying drain damage cannot be healed, while making a little extra bookkeeping for the players, makes overcasting a bit more dangerous since any drain that does occur takes on the order of days to heal rather than seconds.
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Waltermandias
post Mar 28 2006, 09:23 PM
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Fair enough Apathy, and we will probably just go with the higher drain values and see how that goes. We do loves us the house rules.

Oh, and as a side note, your sig is my new quote of the day.
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The Horror
post Mar 29 2006, 01:35 AM
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Last night my players came to realise how truly overpowered magic can be, as their mage dropped more people and faster than the min maxed street samurai ever could, and as an enemy mage gave back unto them in kind. Everyone overcasting left right and center, with no drain as a consequence.

We will definately be increasing the drain code of magic to F+x in future.
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Crusher Bob
post Mar 29 2006, 02:48 AM
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For you to effect anything in your AOE, you have to see it first, so the people behind you (or that you otherwise can't see) will not get effected by your spell, even if it is in the AOE.

Which leads to a rather odd bit, if your cyber eys have been hacked to GITS invisibility, you can't hit them with spells (using normal vision) either. Of course you could just astrally percieve (which can't be hacked) and lay the target to waste that way.
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Deadjester
post Mar 29 2006, 03:00 AM
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I am curious what the idea is behind the AOEs being bound by LOS rules.

I would think that only the point of impact would be of import to the caster, not the secondary effects.

Though I would hate to be on the receiving end of a 10F manaball I don't see why its bound so. It just seems to take away some of the realism of a AOE to me.
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James McMurray
post Mar 29 2006, 04:44 AM
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QUOTE (Crusher Bob)
For you to effect anything in your AOE, you have to see it first, so the people behind you (or that you otherwise can't see) will not get effected by your spell, even if it is in the AOE.

True, but how often is the mage in front of the rest of the team?

Deadjester: except for ritual sorcery and elemental manipulations that create soemthing, all magis in SR requires you to see the targets. That can work out to the nonmages' advantages though, as it means visibility modifiers come into play, lessening the power of magic somewhat.
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Azralon
post Mar 29 2006, 05:01 PM
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QUOTE (Deadjester)
I am curious what the idea is behind the AOEs being bound by LOS rules.

There's some debate over whether indirect AOEs should bleed out beyond LOS. Direct AOEs operating under LOS are OK with me. I'm hoping for a SR4 FAQ ASAP.
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Deadjester
post Mar 29 2006, 10:13 PM
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Presently in our game, only site of impact is of import to our caster, and the AOE acts as any tech device would.

Which makes it more important and dangrous in how we use it. To use mana/stun/etc, or to not use a AOE at all when innocents are around.

We are pretty mean in a fight but we spend all our time trying to avoid one and trying to pull of runs where they never know it happend.

Last sunday we had to get hired on at a cleaning agency and actually do some real work so that we could insert some data in a company. It was funny as hell to watch our Technomancer do some actual work be for he could get to the objective.
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