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> Direct Combat Spells, A few questions.
crash2029
post Dec 8 2007, 12:41 AM
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Well mainly one. When you cast a direct combat spell, the defender rolls the relevant attribute and you compare hits. If defender gets more spell fizzles. If caster gets more hits spell takes effect with force + net hits effect. Question is: does the defender get to resist damage now or do they automatically take force + net hits?

None of the text I have read on spell summary clearly says what happens at the "Determine Effect" step with regards to damage and resistance.

Any help would be appreciated.
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Jaid
post Dec 8 2007, 12:52 AM
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the defender gets no damage resist against direct combat spells. (sucks to be them)
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Fortune
post Dec 8 2007, 01:06 AM
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QUOTE (crash2029)
Well mainly one. When you cast a direct combat spell, the defender rolls the relevant attribute and you compare hits. If defender gets more spell fizzles. If caster gets more hits spell takes effect with force + net hits effect.

Keep in mind that 'net hits' are needed for the spell to succeed. A tie also means the spell fizzles. Another important factor is that the spellcaster's total hits (not net hits) are limited by the Force of the spell.
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Whipstitch
post Dec 8 2007, 03:03 AM
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Yes, which is why direct combat spells have an annoying tendency to fizzle out at bad times; they're truly an all or nothing affair. That said, I still prefer them over indirect combat spells and their high drain values, even if indirect spells are merely staged down by counterspelling rather than completely resisted outright. Shadowrun's a pretty lethal game, after all. Often times you need to take the gamble and use direct spells since it's highly dangerous to let even amateurs shoot at you for more than a pass or two, and direct spells hit like trucks when they hit at all.
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Jaid
post Dec 8 2007, 03:33 AM
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actually, the drain on indirect spells isn't that bad. it's the elemental spells that have unpleasant drain. in fact, if you look in your copy of street magic (assuming you have one) you will find that direct vs indirect has no difference in drain code.

for example, compare punch/clout/blast to death touch/manabolt/manaball, or even shatter/powerbolt/powerball (which actually have a higher drain code).
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Whipstitch
post Dec 8 2007, 03:40 AM
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That's true, but then the silly bastards went and made it so that "blast" is an elemental effect in Street Magic and I haven't been able to talk my gm into letting me make an Indirect non-elemental spell ever since. He just always shrugs and says that you have to be hitting them with something or else it's not really indirect, is it?
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MaxMahem
post Dec 8 2007, 03:48 AM
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Just tell him its magic. They are getting hit by 'magic' some sort of unspecified 'magical' force, none elemental in nature. Maybe you just conjure a ball of pure 'death' (why not it's magic after all) and send that at them. Or maybe you fire a ray that injects damage into the the targets aura hurting them. Or maybe you cause some of the 'essence' of destruction (maybe from the metaplanes?) to manifest at that location.

The exact nature of it is not important, it is magic after all. The important point is that mechanicaly you want to hurt the target but without the benefit (or cost) of the blast element effects.

Of course your GM is entirely within his rights to simply say 'it doesn't exists in my campaign,' but just trying to give you some ammunition to argue with.
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Narse
post Dec 8 2007, 04:29 AM
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Um... isn't the Clout® family of spells (brought to you by Aztechnology) both indirect and non-elemental? [and canon to boot!]
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Fortune
post Dec 8 2007, 04:45 AM
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QUOTE (Narse)
Um... isn't the Clout® family of spells (brought to you by Aztechnology) both indirect and non-elemental? [and canon to boot!]

Yep, which is exactly what Jaid mentioned a few posts ago. :)
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Whipstitch
post Dec 8 2007, 04:49 AM
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It's also only stun damage, which is why I never take it; half the fun of indirect spells is nuking drones with impunity.
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Narse
post Dec 8 2007, 05:58 AM
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Well then, just make a bitchslap family of spells that do physical damage, all the rules are right there in SM.

Edit: Ah, didn't realize that it was you who's GM wasn't keen on those spells. Sorry.
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Ryu
post Dec 8 2007, 12:30 PM
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Talk him into giving you a 5BP/10 karma advantage that reduces drain from your favourite kind of elemental spells by one. Thats what I worked out with one of my players.

Houserule: We agreed that direct combat spell damage is not raised by net successes. This encourages the use of high-force spells and at least some risk of drain if guranteed takedown is wanted. Stunball force 7 was easy living...
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GentlemanLoser
post Dec 8 2007, 08:04 PM
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QUOTE (Jaid)
the defender gets no damage resist against direct combat spells. (sucks to be them)

You still get your Body (Willpower in some cases?) roll to 'soak' damage.

All that's mentioned is that as Direct Spells hit you form the inside, you don't get any Armour to help you Soak.

So you roll once as part of the opposed test, then you get a chance to reduce the damage done, if the Direct Spell hits.
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Fortune
post Dec 8 2007, 08:26 PM
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QUOTE (GentlemanLoser @ Dec 9 2007, 06:04 AM)
You still get your Body (Willpower in some cases?) roll to 'soak' damage.

All that's mentioned is that as Direct Spells hit you form the inside, you don't get any Armour to help you Soak.

So you roll once as part of the opposed test, then you get a chance to reduce the damage done, if the Direct Spell hits.

No, you don't. You get the initial Willpower (or Body) roll to see if you can avoid it/shake it off, and that's it as far as defense against Direct Combat spells, unless you have the benefit of protection from something like Counterspelling or Magic Resistance.
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DTFarstar
post Dec 8 2007, 08:32 PM
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If that is the way you want to play it that's cool, but that isn't what the rules say.

QUOTE ( SR4 pg. 195 & 196)
Direct Combat Spells: Handle these as an Opposed
Test. The caster’s Magic + Spellcasting is resisted by the target’s
Body (for physical spells) or Willpower (for mana spells), plus
Counterspelling (if available). The caster needs at least one net
hit for the spell to take effect. Direct Combat spells affect the
target from the inside, so armor does not help with resistance.
Direct Combat spells cast against nonliving objects are
treated as Success Tests; the caster much achieve enough hits to
beat the item’s Object Resistance (see p. 174). Net hits increase
damage as normal (the object does not get a resistance test).


See? resist with body if P willpower if M, net hits + force = damage.

Note the difference between that and Indirect casting and see that the precedent is set that if you get a soak roll it tell your how.
QUOTE (SR4 pg. 196)
Indirect Combat Spells: Indirect Combat spells are
treated like ranged combat attacks; the caster makes a Magic
+ Spellcasting Success Test versus the target’s Reaction. If the
spell hits, the target resist with Body + half Impact armor
(+ Counterspelling, if available), with each hit reducing the
Damage Value. If the modifi ed spell DV does not exceed the
modifi ed Armor, Physical damage is converted to Stun. Note
that nonliving objects resist damage from an Indirect Combat
spell with their Armor rating x 2 (see Barriers, p. 157).


Again, if you want to play it that way, cool, I don't because the way we play most of my players opponents have counterspelling (usually combat spec'd because that makes sense) So they usually have a pretty decent chance of resistance.

Chris
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hyzmarca
post Dec 8 2007, 08:38 PM
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QUOTE (DTFarstar)
If that is the way you want to play it that's cool, but that isn't what the rules say.

QUOTE ( SR4 pg. 195 & 196)
Direct Combat Spells: Handle these as an Opposed
Test. The caster’s Magic + Spellcasting is resisted by the target’s
Body (for physical spells) or Willpower (for mana spells), plus
Counterspelling (if available). The caster needs at least one net
hit for the spell to take effect. Direct Combat spells affect the
target from the inside, so armor does not help with resistance.
Direct Combat spells cast against nonliving objects are
treated as Success Tests; the caster much achieve enough hits to
beat the item’s Object Resistance (see p. 174). Net hits increase
damage as normal (the object does not get a resistance test).


See? resist with body if P willpower if M, net hits + force = damage.

That isn't a soak roll, that is a dodge roll by another name. Successes don't stage down the the spell's damage, they negate the magician's successes. If the Magician's successes are reduced to 0, the spell fizzles.

If you were soaking the damage each success would reduce the damage directly.
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DTFarstar
post Dec 8 2007, 09:34 PM
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I know, though apparently phrased myself poorly in trying to represent that knowledge. I meant that you resist the spell with whatever and if you don't resist it all the way there is no soak roll as per indirect giving you a specific soak roll.

Chris
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GentlemanLoser
post Dec 8 2007, 09:59 PM
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My word... Then D Spells are totally broken and grossly overpowered.

A Magic 6 Mage could (just for example) overcast to 9 (for a laugh) and attack with let say 12 dice (6 Magic + 6 Sorcery) versus Willpower( I'll say 6 here) and on average have 2 net hits letting him do 11 physical damage with a Manabolt (versus a drain of 4...) and automatically kill (assuming an Body 6 Physical track) they target.

With the target's ony option being having a friendly Mage in LoS to CS them.

I don't like that one bit. :/

Edit:

It's not even about the avialaiblity of any CS. It's the binary nature of D spells.

Either they get resisted and suck,

Or the Mage hits and with enough initiaition / Over casting instantly kills thier target.

Crappy.
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kzt
post Dec 8 2007, 10:30 PM
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That's a feature, not a bug. :P Or so I'm told.
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GentlemanLoser
post Dec 8 2007, 10:44 PM
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A follow on question then.

Upon taking damage, unless otherwise noted, you are allowed a 'Damage Resistance Test'. Body + Armour to 'resist' damage (In some cases another attribute is subbed).

Where in the description of spell casting is this test noted as not being allowed?

Couldn't the "Direct Combat spells effect the target form inside, so armour does not help with resistance" be refering to the 'Damage Resistance Test' and resisting taking damage, and not resisting the opposed attack test?

Edit: ;)

To many uses of the ord 'resist' in the books! :P
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Synner
post Dec 8 2007, 10:48 PM
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QUOTE (GentlemanLoser @ Dec 8 2007, 09:59 PM)
A Magic 6 Mage could (just for example) overcast to 9 (for a laugh) and attack with let say 12 dice (6 Magic + 6 Sorcery) versus Willpower( I'll say 6 here) and on average have 2 net hits letting him do 11 physical damage with a Manabolt (versus a drain of 4...) and automatically kill (assuming an Body 6 Physical track) they target.

That is indeed the case if the magician and the target are both standing still in a well lit and open space with no concealment whatsoever.

In my experience of typical SR combat situations (ambushes and sniping aside), I find it much more common that magicians lose 4-8 dice from their spellcasting dice pool to visibility and cover modifiers. That kind of thing will change your basic probabilities significantly.
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GentlemanLoser
post Dec 8 2007, 10:52 PM
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QUOTE (Synner @ Dec 8 2007, 05:48 PM)
QUOTE (GentlemanLoser @ Dec 8 2007, 09:59 PM)
A Magic 6 Mage could (just for example) overcast to 9 (for a laugh) and attack with let say 12 dice (6 Magic + 6 Sorcery) versus Willpower( I'll say 6 here) and on average have 2 net hits letting him do 11 physical damage with a Manabolt (versus a drain of 4...) and automatically kill (assuming an Body 6 Physical track) they target.

That is indeed the case if the magician and the target are both standing still in a well lit and open space with no concealment whatsoever.

In my experience of typical SR combat situations (ambushes and sniping aside), I find it much more common that magicians lose 4-8 dice from their spellcasting dice pool to visibility and cover modifiers. That kind of thing will change your basic probabilities significantly.

And the opponents would (i assume) be sufering the same penalties.

That doesn't change the binary nature of D Spells, and they either suck totally (to hard to hit with and do nothing but drain) or kill outright (overcast at Force 12 at the poor chump not to have a mage next to him).

Edit: I should also add that those same penalties would apply to indirect spells as well, wouldn't they.

Which are still 'opposed' to hit, and you gain a damage resistance 'soak' roll with them as well...

Why ever use indirect spells? (Unless you're doing something funky wih an elemental effect...)

Edit: 2

Altohugh I knew this, it's just dawned on me that unlike Indirect spells, as direct spells either have no resistance test or ingore armour anyway, so will never be able to stage a Physical D spell down to Stun...

Unlike an Indirect spell.

So again, why ever use an indirect spell?
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kzt
post Dec 8 2007, 11:09 PM
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Lots of counterspelling. Oodles of counterspelling can make it really unlikely that a direct spell will work.
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GentlemanLoser
post Dec 8 2007, 11:16 PM
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And even more likely for the 12 Bod Troll (with impact armour) to fully soak/damage resist the Indirect.

Becuase you get counterpselling on that, instead of the attack opposed test.

And the indi has probably been downgraded to Stun from Physical anyay..

You might as well take the all or nothing chance of instantly killing your target with a Direct, then the chance of firsly missing with your indi (due to situational modifiers like those given above, plus whatever magic/ware they have to help them dodge the ranged attack, as it's opposed) or getting it downgraded/fully soaked/resisted even if you do hit...




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hyzmarca
post Dec 9 2007, 12:20 AM
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QUOTE (GentlemanLoser)
So again, why ever use an indirect spell?

With just the BBB I can make a street legal character with 8+7+2+2+3 = 22 combat spell resistance dice (14 Combat Counterspelling Dice and 8 Willpower). Add in Willpower increasing drugs and/or 'ware and I've got that up to 26 Resistance dice. Add in Genetech from Augmentation and it is up to 27.

Make it a magician providing counterspelling to a mundane and I can add in the Magic Resistance Quality at 4 for 31 dice. Add in Street Magic, give that Mundane the Magical Guard Power via Endowment and Counterspelling 6 (Combat +2) and have him but hits and that is 33 Dice. Have the spirit who is providing endowment be Force 4 and add in his counterspelling just to make it an even 34 dice. You can buy 8 hits with that. you can buy 8 hits with two less than that, actually, and 9 with two more (which aren't difficult to get). With team counterspelling, there is simply no upper limit to the number of spell resistance dice one may have. With initiation and Shielding, one can get even more dice.

Make it a Physical Direct Combat spell and I can do the same with 13 Body and the same number of counterspelling dice. Or I could make him a Troll instead of a Dwarf for 1 less Willpower and 3 more Body.


Add Half Impact Armor, (Lets make it a liberal 10) and that's 44, enough to buy 11 successes.

But, if we assume that the character we are shooting at is a single Mountain magician dwarf rather than a dedicated team of magehunter dwarfs. It'll be resisted with, reasonably 6 + 5 (Combat +2) (Mountain +2) (Combat Counterspelling Focus +3) + (Half Impact 4) = 22 vs 11 damage, which means that it is likely that he will take damage.

Against magicians, particularly initiates and teams, indirect is best. Indirect also may not require LOS to the target depending on how you interpret the rules (and I know that there is an argument about this). The general consensus is that Indirect spells can be blind-fired and indirect area spells can hit unseen characters.
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