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> SR4 Armor spell question
Chunky_Salsa
post Sep 23 2006, 03:23 AM
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OK, this spell by the description given seems a bit odd to me. Maybe someone can offer advice on how it should be handled.

According to SR4 (with no errata posted for it), you gain armor points through hits. OK, that seems alright. However, the drain is pretty brutal at (F/2)+3. If the gain is only from hits and not Force + hits, why would any caster in their right mind cast it above force 1?

In the old version it was Force that determined the armor bonus with only 1 hit needed to get the spell off. This new working just doesn't seem right.

Anyone have any insight into this?

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Cold-Dragon
post Sep 23 2006, 03:35 AM
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It's very hard to make a finely designed barrier with magic (not impossible, but it's expensive in power and finesse). Unlike a regular phys barrier, an armor spell will last even if penetrated, and protects you more by cushioning blows than outright stopping them (hence the armor effect rather than barrier rating).

Or so I would say, heh. It's hard because it's shaped like your body, moves with your body, and stays constantly even if penetrated.
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JonathanC
post Sep 23 2006, 03:36 AM
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You cast it higher than force 1 because in SR4, Force limits the number of hits (not even net hits, hits PERIOD) that you can get on a spellcasting test. So if you only want one point of armor, force 1 is fine. Otherwise, you'll want to cast it higher.

As to why the drain is so harsh? Hell, it probably should be harder. Any decent mage will cast that at about force 3 or so without taking any real drain. And since it stacks just nicely with worn armor, it gives mages a nice durability advantage. While the spell text doesn't suggest this, it seems logical that magical armor would give you full protection (instead of the usual half impact) from indirect combat spells with elemental effects like lightning bolt. So it all kind of evens out.
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lorechaser
post Sep 23 2006, 03:36 AM
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Edit:Too slow.

There's also a dodge spell in SM. Mages can be happy, with prep....
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emo samurai
post Sep 23 2006, 03:47 AM
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QUOTE (lorechaser)
Mages can be happy, with prep....

Which is what their entire play strategy hinges on.
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Chunky_Salsa
post Sep 23 2006, 04:01 AM
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John, your response clarifies it perfectly! I forgot about the force and hits ceiling.

Thanks all for the fast response, I'll have to visit these forums more often =)

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JonathanC
post Sep 23 2006, 04:38 AM
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QUOTE (emo samurai)
QUOTE (lorechaser @ Sep 22 2006, 10:36 PM)
Mages can be happy, with prep....

Which is what their entire play strategy hinges on.

...not if you've got sustaining foci or quickening. :)
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fistandantilus4....
post Sep 23 2006, 05:10 AM
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A wise old DM once said to me "when you're playing a mage, always do defensive spells first. Otherwise you're dead." Now to be fair, he was talking about D&D. But honestly, when one of the rules of the game is "geek the mage first" I think the old adage is pretty apt.

Plan on people shooting at you. If that planning means wearing armor, having an armor spell and a defelct spell and an increase attribute:reflex spell in effect, spirits to guard you, along with a healthy dose of paranoia up to and including "is that adept on my team really a bug?", then I'd say you're doing it about right.

Hopefully you've had the foresight to get a sustaining focus or three so that you can actually fight back after you've defended your self. And sometimes the best defense is a good offense. But if you don't have your spell shit together when you're expecting a fight, hell you deserve to die. A mundane can't throw an armor spell on top of their armored jacket. But you can be damn sure the street sam would if he could. So yeah, be prepared, and don't whine about drain. It's better than being perforated.
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kzt
post Sep 23 2006, 07:28 AM
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QUOTE (JonathanC @ Sep 22 2006, 10:36 PM)
You cast it higher than force 1 because in SR4, Force limits the number of hits (not even net hits, hits PERIOD) that you can get on a spellcasting test. So if you only want one point of armor, force 1 is fine. Otherwise, you'll want to cast it higher.

Doesn't force also control how hard it is to dispel? It sort of sucks having someone turn off your armor right before the frag grenade goes off.
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fistandantilus4....
post Sep 23 2006, 06:05 PM
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yes. Not so much 'control' as make it harder. Don't have the exact rules in front of me, but IIRC, they have to negate your net successes, and they resist drain equal to the force of the spell I believe.
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emo samurai
post Sep 23 2006, 08:08 PM
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You can also make it self-only for DV/2-1. THAT is economical; normally, you can cast it on anyone in LOS.
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fistandantilus4....
post Sep 23 2006, 10:06 PM
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I've found it's pretty swell to armor up the street sam and just stand around the corner and wait thank you very much. Now that's eco... no.... wait... lazy!
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emo samurai
post Sep 25 2006, 03:50 PM
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Make it touch for force/2 + 1. That's a fine spell right there.
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Slithery D
post Sep 25 2006, 04:38 PM
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Deflection is better if you don't expect someone to walk up and punch/cut you.
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knasser
post Sep 25 2006, 09:10 PM
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QUOTE (Slithery D)
Deflection is better if you don't expect someone to walk up and punch/cut you.


It also doesn't glow. An annoying bit of fluff that can make the armour spell almost useless if you stick to it.
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Slithery D
post Sep 25 2006, 09:35 PM
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Hey, all real armor has a bullseye painted on it. Shows you're not afraid.
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emo samurai
post Sep 25 2006, 09:40 PM
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It's only useful in a firefight that's already started, really.
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Wanderer
post Sep 26 2006, 12:44 PM
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Well, it should be far from impossible to create a variant Armor spell that doesn't glow at all, with spell design rules.
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deek
post Sep 26 2006, 02:44 PM
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QUOTE (fistandantilus3.0 @ Sep 23 2006, 01:05 PM)
yes. Not so much 'control' as make it harder. Don't have the exact rules in front of me, but IIRC, they have to negate your net successes, and they resist drain equal to the force of the spell I believe.

The opposed test for dispelling a sustained spell is Force + caster's magic, so yes, casting a higher force makes it tougher to dispel.

Also, emo or anyone else, where are you referencing the DV's by making it touch or self-only...I don't see anywhere that talks about doing that?
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Lantzer
post Sep 26 2006, 03:19 PM
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QUOTE (Wanderer)
Well, it should be far from impossible to create a variant Armor spell that doesn't glow at all, with spell design rules.

What is the drain modifier for

"No longer bloody obvious"?
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Slithery D
post Sep 26 2006, 03:24 PM
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QUOTE (Wanderer)
Well, it should be far from impossible to create a variant Armor spell that doesn't glow at all, with spell design rules.

It should? Where is "invisible effect" in the manipulation drain modifiers? Armor is just Physical Barrier writ small and with adjusted mechanics. An invisible Physical Barrier would be a very bad for road safety, if nothing else. I think mandating visibility of force effects, including Armor, is a good idea. Cover it up with a masking illusion if it really bugs you. Or use Deflection!
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lorechaser
post Sep 26 2006, 03:31 PM
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QUOTE (Slithery D)
Deflection is better if you don't expect someone to walk up and punch/cut you.

Is there really a Shadowrunner that description applies to, though?
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deek
post Sep 26 2006, 04:35 PM
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QUOTE (emo samurai)
Make it touch for force/2 + 1. That's a fine spell right there.

Where is this game mechanic coming from? Just re-designing the same spell, or can you take the current spells and put these limitations on them for less drain???
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emo samurai
post Sep 26 2006, 05:55 PM
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You can; I don't have the book in front of me, but touch is 2 less drain than LOS, and as it is, Armor is LOS.
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Slithery D
post Sep 26 2006, 06:35 PM
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Well, you have to assume someone has researched and published or otherwise made available to you an Armor spell that is self only. Whether that's a reasonable assumption or only "standard" spell versions are readily available is up to your GM. He may make you research your own version to get that drain reduction, or find and roleplay/shadowrun the aquisition of an unusual form of Armor (or whatever).

Personally, I think this is an obvious enough drain savings on a useful and important enough spell that someone has already done it, and it's out there on the market.
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