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> Basic magic question, I feel like this should be obvious....
krayola red
post Nov 28 2006, 09:14 PM
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Actually, Increase Reflexes doesn't add to Reaction at all. Without a Dodge or Gymnastics skill, he's pretty much mincemeat if he comes up against a decent gunslinger.
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lorechaser
post Nov 28 2006, 10:57 PM
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QUOTE (krayola red)
Actually, Increase Reflexes doesn't add to Reaction at all. Without a Dodge or Gymnastics skill, he's pretty much mincemeat if he comes up against a decent gunslinger.

Apparently it doesn't - that actually makes me feel good in general.

But yeah, magesight goggles are going to be his friend against a gunslinger. But no more so than most any mage - he wouldn't be using his full dodge much anyway.
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Glyph
post Nov 29 2006, 05:15 AM
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QUOTE (lorechaser)
You'd think.

But apparently weapon foci are added on after, as are a few other little benefits....

Where do you get this from? The only dice that get added or subtracted after the pool is split are situational modifiers. For weapon foci, all it says is that they add their Force is dice to the dice pool. So if you split the dice pool, you are doing it after you have added dice for weapon foci.

By the way, unlike SR3 with its ambidexterity rules, in SR4 there is no mechanical difference between attacking multiple targets with one monofilament whip, or attacking them with two. Presumably the person with two monofilament whips could split the dice pool to attack the same opponent twice, but you would have to house rule that to be the case - it is not in the rules.

Good to see a decent Edge on this guy - lots of would-be min-maxers neglect it, and it would probably help him to survive long enough to improve his Body and Reaction.
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Fortune
post Nov 29 2006, 06:55 AM
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QUOTE (SR4-pg.141)
Characters can use two pistol- or SMG-class weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), use the smallest dice pool. Split the pool before applying modifiers.


As far as I know (and I am far from alone in this thinking) anything that adds dice to the Pool (as opposed to adding directly to the Skill or Attribute) is designated as a 'modifier'. Modifiers to the Dice Pool are added after the Pool is split.
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lorechaser
post Nov 29 2006, 02:47 PM
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QUOTE (Fortune)
QUOTE (SR4-pg.141)
Characters can use two pistol- or SMG-class weapons, one in each hand, firing both with a single Simple Action. Doing so, however, requires that the character split his dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), use the smallest dice pool. Split the pool before applying modifiers.


As far as I know (and I am far from alone in this thinking) anything that adds dice to the Pool (as opposed to adding directly to the Skill or Attribute) is designated as a 'modifier'. Modifiers to the Dice Pool are added after the Pool is split.

That's the general reading I've seen too. If it adds to skill/attr it's split. If it adds to pool, it's not.

The magic rules specifically state you split your skill+attr, not your dice pool, for instance.

Edge is key for him - it's his catch all, and it's there in case he just manages to crit glitch.

As for weapon foci - if they aren't added first, then what if I'm dual wielding a katana in each hand, one is a weapon focus 4, one is a normal katana?

Do I add 4, then split? Add none? Add half to one? How does it work?

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Fortune
post Nov 29 2006, 02:58 PM
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As I added in another thread about this very same subject, keep in mind that all the negative modifiers also get added to each test with the split Pool. There are only a couple of positive modifiers that could apply to each situation, but there are far more negative modifiers that might be applicable.
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Butterblume
post Nov 29 2006, 05:25 PM
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Keep in mind that there are no rules about dualwielding melee weapons.

The only positive modifier when dualwielding guns is the smartgun/laserbonus, and is explicitly not applicable.

QUOTE (lorechaser)
the magic rules specifically state you split your skill+attr, not your dice pool, for instance.

The rules specifically state you split your your Magic+Spellcasting dice pool (for multicasting).
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Fortune
post Nov 29 2006, 09:19 PM
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QUOTE (Butterblume)
The only positive modifier when dualwielding guns is the smartgun/laserbonus ...

And Specialization ... and any other positive modifiers from the situation table. ;)
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Moon-Hawk
post Nov 29 2006, 09:24 PM
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Okay, I'm looking at the ranged combat modifiers table on pg 140. Positive modifiers are laser sight and smartlink, but we know those don't apply. There's also Aimed Shot and Tracer Rounds. Specialization isn't on that table, but we know about it. The only other bonus I can think of would be an AR bonus, which is sort of a nebulous bonus/penalty that the GM can potentially apply in any situation, but I think the smartlink sort of is the normal combat AR bonus.
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Fortune
post Nov 29 2006, 10:56 PM
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Let's agree to cover this in the other thread specifically dedicated to this topic, and leave this one for basic magic questions, as it is intended. :)
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Moon-Hawk
post Nov 30 2006, 03:18 PM
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Yes, definitely. I got confused and thought it was the other thread.
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