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> Street Magic: They did it again
Serbitar
post Aug 12 2006, 12:58 AM
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Can somebody tell me why stun spells, though they are much more usefull than spells doing physical damage, have less drain?
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Iron Guardian
post Aug 12 2006, 01:18 AM
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My guess would be that maybe the more dangerous (lethal) stuff takes more mana energy to power it up...or maybe the core belief of most religions/philosophies that killing is bad as is wanton destruction, and therefore the wielder pays a heavier price...just my two :nuyen:

Only the designers can tell for sure assuming they are willing to discuss it 8)
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Charon
post Aug 12 2006, 01:27 AM
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Perhaps they assume every player is a bloodthirsty bastard and want to introduce an incentive for non lethal tactics.
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JonathanC
post Aug 12 2006, 01:32 AM
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Probably because players already have enough of an incentive to go on killing sprees as it is? :)
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WorkOver
post Aug 12 2006, 01:43 AM
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why are they more useful?

You take 8 boxes of stun, a rating 8 stim patch fixes it, well, mostly.
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Wireknight
post Aug 12 2006, 03:16 AM
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I believe the reason that has been given for stun damage being more effective in SR4 is that while cyberware and racial modifiers that increase Body are plentiful, those that increase Willpower are relatively rare. As a result, with Body determining the length of the physical damage track, and Willpower determining the length of the stun damge track, it tends to be easier to incapacitate someone with stun damage.

Afterall, you can't apply that stim patch if you're unconscious. And once you're unconscious, finishing you off is a trivial matter.
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kigmatzomat
post Aug 12 2006, 03:36 AM
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Stun spells generally don't affect objects and from a mechanical standpoint, it takes about twice as much stun damage to kill someone. Ergo they involve less energy.
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WhiskeyMac
post Aug 12 2006, 06:02 AM
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I always figured that stun spells didn't cost as much drain to fling because they didn't have to have a real physical effect on your target. Stun spells simply fatigued muscles not burned them, flayed them, etc. I think it makes perfect sense really. Why make something that just causes someone to sleep (fluff definition of a stun spell calls it a sleep spell) as hard to cast as a fireball that not only sets hair, clothes and weapons on fire but also can cook off ammunition? Not as much "gathering mana" with the stun spells.
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knasser
post Aug 12 2006, 06:46 AM
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QUOTE (kigmatzomat)
Stun spells generally don't affect objects and from a mechanical standpoint, it takes about twice as much stun damage to kill someone. Ergo they involve less energy.


Heal faster too.
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Smokeskin
post Aug 12 2006, 09:00 AM
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Unconscious guys recover quickly. They wake up and become witnesses, or they're still there the next time you tangle with the group.

Also, remember that NPCs react very differently to stun damage than physical. Imagine yourself, being threatened with a knife or a fist, a gun or a taser. Compare limping from a kick to the thigh to limping from a bleeding bullet wound. Lethal force is scary. You're looking at risk of death, serious injury, long hospitalization, compared to something you can just sleep off.

The sec squad thinks that "geek the mage" sounds like a great plan when he's throwing sleep spells. When one of their comrades is lying there brainfried and gulping blood from a mana bolt, they tend to focus on the "stay out of LOS" from their training instead.
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FanGirl
post Aug 12 2006, 10:31 AM
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QUOTE (Smokeskin)
Unconscious guys recover quickly. They wake up and become witnesses, or they're still there the next time you tangle with the group.

The RAW states that, in order to heal Stun damage, one needs to take an Extended Test with a 1-hour interval. Therefore, after you Stun someone into unconsciousness, you should have a whole hour to leave the area (or tie him up and blindfold him, if you have to stay for some reason) before he regains consciousness. And if you decide to kill the guy...well, it's a ignominious (look it up!) man indeed who has no one to mourn his death. Can't you see at least a few of the poor sap's friends and loved ones wanting revenge? Either way, you're probably going to have to tangle with somebody later on, so why risk bloodying your hands?

QUOTE
Also, remember that NPCs react very differently to stun damage than physical. Imagine yourself, being threatened with a knife or a fist, a gun or a taser. Compare limping from a kick to the thigh to limping from a bleeding bullet wound. Lethal force is scary. You're looking at risk of death, serious injury, long hospitalization, compared to something you can just sleep off.

Back to the RAW: when someone's Stun damage track overflows, the Physical damage track starts filling up. In other words, Stun damage can be deadly too. Sure, it may take longer for you to die from it, but not many people would prefer a slow death to a quick one. Besides, people can do all kinds of horrible things to your unresisting person while you're out - stuff that some might consider much worse than death. (Once again, of course, they could just kill you.) And what with all the people who risk having their life functions terminated if they fail to stop runners, you'd expect lots of corp sec guys to fight to the death anyway - given the choice between a small chance of continued survival and no chance at all, wouldn't you pick the small chance too?

QUOTE
The sec squad thinks that "geek the mage" sounds like a great plan when he's throwing sleep spells. When one of their comrades is lying there brainfried and gulping blood from a mana bolt, they tend to focus on the "stay out of LOS" from their training instead.

And while the sec guys are all distracted by the spell-slinger, that's when you have your mundanes grab them from behind and start slapping on the tranq patches. :D
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Samaels Ghost
post Aug 12 2006, 10:36 AM
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QUOTE ("fangirl")
And if you decide to kill the guy...well, it's a ignominious (look it up!) man indeed who has no one to mourn his death. Can't you see at least a few of the poor sap's friends and loved ones wanting revenge? Either way, you're probably going to have to tangle with somebody later on, so why risk bloodying your hands?


I don't know about that. Mr. Security guard probably just got demote or fired for getting pwned on the job. Now not only do you have his suffering family to worry about but the trained security guard. Revenge either way.
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Serbitar
post Aug 12 2006, 10:51 AM
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Why stun damage ist better than physical:

- smaller damage tracks
- dead or unconscious, does not matter, they are out of the game anyway
- you can kill an unconscious easily
- you can question an unconscious afterwards
- you do not commit murder

In a war physical damage might be better, but in a run-scenario stun damage is much much superior to physical damage.

I think stun damage should get +1 drain instead of -1 drain. Afetr all I want a gritty SR world, not sleepland "its much easier to stun somebody so we do not even have to kill" SR.
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Smokeskin
post Aug 12 2006, 11:24 AM
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@Fangirl: I didn't say physical was always better, I merely stated reasons for why it sometimes was preferred. Murder is a very serious thing and often to be avoided, I agree there. But if you have guards fighting to the death because their employer will kill them if they fail, and react the same way to runners using non-lethal force because they think the runners will just go around and kill them once they've knocked them unconscious, imo your NPCs aren't reacting like cannon fodder, not like human beings.

People care very much about staying alive. Lethal force is scary.
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Ankle Biter
post Aug 12 2006, 02:17 PM
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QUOTE (Serbitar)
Can somebody tell me why stun spells, though they are much more usefull than spells doing physical damage, have less drain?

Because the drain of spells is a balance between "usefulness/balance" and "internal game logic"

It is logical that a spell that is essentially a slight tweak of a few neurones is less taxing to cast than a spell that blows people up. The fact that people find stun spells more useful in most circumstances does not change the fact that is is easier to knock somebody out with magic than to cut them into bits.

P.S.

Aren't you allowed to use body or will to resist stun any more?

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Serbitar
post Aug 12 2006, 02:25 PM
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There is no ingame logic: In real life it is also much easier to kill somebody than to stun him ti unconsciousness.
To kill somebody you just blow mana into him, to stun him jou have to tune the amna to not kill him but still ahve an effect.

it is a myth that with magic it is somehow more logical to assume that stun damage is easier to apply.

Lets face it: Stun damage does -1 drain, because since SR1 the game designers think (falsely) that killing somebody is somehow better than "just" stunning somebody.
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Ankle Biter
post Aug 12 2006, 03:03 PM
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QUOTE (Serbitar)
There is no ingame logic: In real life it is also much easier to kill somebody than to stun him ti unconsciousness.
To kill somebody you just blow mana into him, to stun him jou have to tune the amna to not kill him but still ahve an effect.

it is a myth that with magic it is somehow more logical to assume that stun damage is easier to apply.

Lets face it: Stun damage does -1 drain, because since SR1 the game designers think (falsely) that killing somebody is somehow better than "just" stunning somebody.

You are forgetting that in real life there is no magic.

(And also no stun and physical tracks) :P

In terms of energy expended, cutting somebody into pieces is more than twitching a few neurones. Just because in real life we need Tazers for that don't mean it ain't true...
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Apathy
post Aug 12 2006, 03:26 PM
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QUOTE (Serbitar)
Can somebody tell me why stun spells, though they are much more usefull than spells doing physical damage, have less drain?

Physical damage spells are generally more versatile than stun damage spells, since they can also damage non-living targets. If you had to pick just one spell before going into an Arcology full of drones run by an insane AI, would you want it to be one that couldn't affect machines?
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HappyDaze
post Aug 12 2006, 03:29 PM
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I would agree that it should be harder to apply Stun damage than Physical damage with a spell. The former should only require raw power - if you use too much no one cares becasue dead is dead. With the latter, I would imagine that you have to be far more precise if you don't want to accidentally inflict Physical damage. No, I'm not talking about overflow, I'm stating that it's much more difficult to build a taser than to simply electrocute someone.
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Clyde
post Aug 12 2006, 03:30 PM
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Because stun spells are so much more useful, thousands of shadowrunner mages have steadily refined and improved their casting to the point where they have less drain than spells that do physical damage. . . . :grinbig:
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knasser
post Aug 12 2006, 03:40 PM
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QUOTE (Ankle Biter)
P.S.

Aren't you allowed to use body or will to resist stun any more?


It's body unless otherwise noted. So punching the troll in the jaw is still going to have little effect. Tasers etc allow you to roll Body + Willpower to stave off the additional shock factor. Mana spells are resisted with Willpower with no option for substituting Body.
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PH3NOmenon
post Aug 12 2006, 04:06 PM
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QUOTE (FanGirl)
QUOTE (Smokeskin)
Unconscious guys recover quickly. They wake up and become witnesses, or they're still there the next time you tangle with the group.

The RAW states that, in order to heal Stun damage, one needs to take an Extended Test with a 1-hour interval.


which, according to RAW you can rush:
QUOTE (BBB p59)
Rushing the Job
In some cases, a character may not have the luxury of taking the time to do a job right—she needs to complete it by a certain deadline—or else. In this case, the character can rush the job and cut the interval period in half. Rushing the job, however, means that errors are more likely to occur. A glitch is rolled whenever half or more of the dice are a 1 or 2. She may get it done quicker, but she’s unlikely to do it as well as she could have if she took her time.
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Mahali
post Aug 12 2006, 06:14 PM
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QUOTE (PH3NOmenon)
which, according to RAW you can rush:
QUOTE (BBB p59)
Rushing the Job
In some cases, a character may not have the luxury of taking the time to do a job right—she needs to complete it by a certain deadline—or else. In this case, the character can rush the job and cut the interval period in half. Rushing the job, however, means that errors are more likely to occur. A glitch is rolled whenever half or more of the dice are a 1 or 2. She may get it done quicker, but she’s unlikely to do it as well as she could have if she took her time.

You're not suggest you can Rush a recovery check for stun damage are you? Recovering isn't a "Job" you can rush.
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James McMurray
post Aug 12 2006, 06:19 PM
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Is that quote in the skills section? It sounds like it is. If so then the grounds for applying it to heal checks are more than shaky. That said though, we let people heal stun damage faster by applying additional hits as a divider for the base time. So if you succeed with 2 or more net hits your time is halved or better.
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Samaels Ghost
post Aug 12 2006, 06:25 PM
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Nope, it is from the game concepts section
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