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#26
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 ![]() |
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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#27
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Target ![]() Group: Members Posts: 68 Joined: 16-August 05 Member No.: 7,558 ![]() |
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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#28
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Moving Target ![]() ![]() Group: Members Posts: 458 Joined: 12-April 04 From: Lacey, Washington Member No.: 6,237 ![]() |
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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#29
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Target ![]() Group: Members Posts: 68 Joined: 16-August 05 Member No.: 7,558 ![]() |
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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#30
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
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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#31
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Target ![]() Group: Members Posts: 12 Joined: 29-October 05 Member No.: 7,907 ![]() |
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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#32
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
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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#33
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
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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#34
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Target ![]() Group: Members Posts: 15 Joined: 7-March 06 Member No.: 8,341 ![]() |
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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#35
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Target ![]() Group: Members Posts: 12 Joined: 29-October 05 Member No.: 7,907 ![]() |
Sorry, I mean the casting is obvious, not the effect. (except the piles of dead bodies)
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#36
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 ![]() |
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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#37
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,150 Joined: 19-December 05 From: Rhein-Ruhr Megaplex Member No.: 8,081 ![]() |
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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#38
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
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
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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#39
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 21-February 06 From: Lenexa, Kansas (Yes Kansas, we ain't all hicks y'all.) Member No.: 8,291 ![]() |
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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#40
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 ![]() |
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:
That said, this is a controversial topic that nobody really agrees about on these forums. |
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#41
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Target ![]() Group: Members Posts: 68 Joined: 16-August 05 Member No.: 7,558 ![]() |
Maybe if you change the drain code when a mage overcasts to the Force+X instead of (Force/2)+X
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#42
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 ![]() |
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:
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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#43
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Technomancer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 ![]() |
@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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#44
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Moving Target ![]() ![]() Group: Members Posts: 137 Joined: 21-February 06 From: Lenexa, Kansas (Yes Kansas, we ain't all hicks y'all.) Member No.: 8,291 ![]() |
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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#45
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Target ![]() Group: Members Posts: 72 Joined: 28-March 05 Member No.: 7,251 ![]() |
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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#46
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,598 Joined: 15-March 03 From: Hong Kong Member No.: 4,253 ![]() |
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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#47
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Target ![]() Group: Members Posts: 89 Joined: 29-January 06 From: Orlando, Florida Member No.: 8,210 ![]() |
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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#48
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
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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#49
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
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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#50
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Target ![]() Group: Members Posts: 89 Joined: 29-January 06 From: Orlando, Florida Member No.: 8,210 ![]() |
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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