IPB

Welcome Guest ( Log In | Register )

4 Pages V  < 1 2 3 4 >  
Reply to this topicStart new topic
> Direct Combat Spells, A few questions.
GentlemanLoser
post Dec 9 2007, 12:37 AM
Post #26


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



How about adding in a sustained Deflection on the Target as well, to reduce the Damage and chance of the Indirect Spell hitting.

Assuming that Physical Indirect Spells that attack as a Ranged Attack are classed as a Physical Ranged Attack. ;)
Go to the top of the page
 
+Quote Post
DTFarstar
post Dec 9 2007, 12:48 AM
Post #27


Running Target
***

Group: Members
Posts: 1,269
Joined: 18-September 06
Member No.: 9,421



I think the point we are all making here isn't that one type of combat spell is better than the other, but that they are all crappy and magic does a much better job doing things that can't be done with guns and grenades.

That said, a well placed F12 stunbolt is wonderful IF it works.

Chris
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 01:14 AM
Post #28


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



I see it more like ID spells are comparable to other methods of combat.

While D spells are an unbalanced "very crap not worth your time to use" or "ZOMG overpowered IWIN" double sided coin.

Sure, you can pump CS so high that no D Spell will hit. I'm sure you could (from examples I've seen here) pump soak or combat avoidance in much the same way.

Problem is, as long as you *can* get your D Spell to land, that's it. Game over. It's far more disruptive than managing to actually land a box or two of damage on the uber soaking Troll tank.

And when people do get hit by the Troll Bow, at least they have a small chance of doing something about it, maybe, just maybe, if they roll good, it's not instant Death...

D Spells (if they don't give a Damage Resistance Test) remove that from the players hand. You get hit, you die. Nothing you can do about it. You can't even pretend to try having some hope.

And that's something I really don't like.

Maybe it's just me. ;)

Go to the top of the page
 
+Quote Post
Particle_Beam
post Dec 9 2007, 03:09 AM
Post #29


Moving Target
**

Group: Members
Posts: 472
Joined: 14-June 07
Member No.: 11,909



Then people should try to use edge, and most importantly, avoid being seen as best as possible. Cover is your friend.

There is a good reason why mages are powerful and feared, but they are also rare and one of the very first targets.

It's still bettern than in SR 3, where you never stood a chance against somebody casting a mana- or stunbolt against you in the first place, while the casting mage really didn't get any damage at all, simply because he would always have more hits than you, and that's without deliberately creating a mage with tons of dices. In SR 4, he does get drain damage normally, unless twinked out to utter maximum.

People die when they have no cover and no protection. Doesn't matter if it's some silly troll bow, an assault cannon, a revolver, or a mage with manabolt.
Go to the top of the page
 
+Quote Post
hyzmarca
post Dec 9 2007, 03:21 AM
Post #30


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



Actually, in SR3 it was possible to make it extremely difficult for a mage to hit you with a direct combat spell, due to the fact that the TN was your resistance stat. A SR3 magician manabolting a Willpower 2 character has a TN of 2. A magician manabolting a Willpower 8 character would have a TN of 8 and would fail more often than not. Also, shielding increased the TN by the Shielder's Initiate Grade, making it extremely effective. Spell defense, on the other hand, was less useful, due to the limited size of the Spell Pool.

Fixed casting TNs makes spell resistence stats and Shielding far less powerful in SR4, but the it does make counterspelling more useful, particularly with the removal of Spell Pool and the creation of the counterspelling skill.
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 10:25 AM
Post #31


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



I'd still like to find out where under casting Direct Spells it's noted your don't get a Damage Resistance Test, like normal. ;)

If the answer is the description of Indirect Spells;

QUOTE
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.


That's fine. That's a noted change to the usual Body + Armour roll.

The ommision of 'how' to take the DRT under Direct spells doesn't mean you don't get one. As you do get one,when taking any damage, unless noted otherwise...
Go to the top of the page
 
+Quote Post
Fortune
post Dec 9 2007, 10:44 AM
Post #32


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



You do get a Damage Resistance roll (of sorts). That is what the Body/Willpower test (without Armor as noted) technically is. What you don't get is a Reaction/avoidance test, as the spell pretty much automatically hits, and affects you unless you manage to reduce the damage down with the resistance roll.

Compare Direct to Indirect spell resistance ...

Indirect
- Roll Reaction test to avoid
- Roll Body test (usually with half Impact Armor) to reduce damage
- Damage must be reduced to zero, regardless of caster's net hits.

Direct
- No Reaction test!
- Roll Body/Willpower (with no Armor) to reduce damage
- Damage does not need to be reduced to zero, as there is no effect if caster has no net successes
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 11:22 AM
Post #33


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



As said above, it's not a Damage Resistance Test, as it doesn't reduce the DV of the attack. It's the Resistance/Opposed test to see if the spell hits.

Exactly like the 'Ranged Attack' opposed Test ID spells get.

There is still nothing to say you don't get the DRT, after taking the full DV of a D spell, after it has sucessfully hit.
Go to the top of the page
 
+Quote Post
DTFarstar
post Dec 9 2007, 11:41 AM
Post #34


Running Target
***

Group: Members
Posts: 1,269
Joined: 18-September 06
Member No.: 9,421



*shrug* Gonna have to go with Synner, Frank, and several other of the designers answers which is that you don't get to soak the damage.

Makes more sense, to me anyway, and really if you give soak on Direct damage spells then they go from being the spell for certain situations to never really being that good. Once you get to 20-50 karma where counterspelling and willpower have been raised some and magic is still low-ish then they are nothing way more often than they are all.

Chris
Go to the top of the page
 
+Quote Post
Ryu
post Dec 9 2007, 12:46 PM
Post #35


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



Your mileage does vary.

As direct spells do not offer a damage resistance test, they are the spell for nearly every situation. Seriously, what real combat mage is stopped by willpower and counterspelling? Thats an upper ceiling of about 6(attribute) +6(counterspelling) +2(maybe the mage is specialised)=14 dice for most. The combat mage will throw 5(magic) +6(spellcasting) +2(specialisation) +2(mentor spirit) = 15 out of the gate. Without ever spending karma. At that point the investment in willpower for spell defense becomes questionable - it can after all only pay out if counterspelling is present.
Go to the top of the page
 
+Quote Post
toturi
post Dec 9 2007, 01:20 PM
Post #36


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



QUOTE (Ryu)
Your mileage does vary.

As direct spells do not offer a damage resistance test, they are the spell for nearly every situation. Seriously, what real combat mage is stopped by willpower and counterspelling? Thats an upper ceiling of about 6(attribute) +6(counterspelling) +2(maybe the mage is specialised)=14 dice for most. The combat mage will throw 5(magic) +6(spellcasting) +2(specialisation) +2(mentor spirit) = 15 out of the gate. Without ever spending karma. At that point the investment in willpower for spell defense becomes questionable - it can after all only pay out if counterspelling is present.

The number of successes of those 15 dice is still limited by the spell Force whereas the counterspelling dice isn't.

Also you can get spirits with Magic Guard power and a Mentor with bonus for counterspelling. Any combat mage can be stonewalled by counterspelling if he chooses to stick with Direct Combat spells. Furthermore, you have Metamagics like Shielding and things like Background Count to make things even worse.
Go to the top of the page
 
+Quote Post
Fortune
post Dec 9 2007, 01:51 PM
Post #37


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (GentlemanLoser)
As said above, it's not a Damage Resistance Test, as it doesn't reduce the DV of the attack.

Which is why I said is was sort of a Damage Resistance test, as it does indeed directly reduce the damage you take from the spell with each hit you make. If you make as many (not even more, just an equal amount) hits as the caster, the spell doesn't work at all.
Go to the top of the page
 
+Quote Post
FrankTrollman
post Dec 9 2007, 02:35 PM
Post #38


Prime Runner
*******

Group: Banned
Posts: 3,732
Joined: 1-September 05
From: Prague, Czech Republic
Member No.: 7,665



How many people who object to the all-or-nothing action of the Mana Bolt also object to the all-or-nothing action of the Petrify spell?

Let's say you're up against a Shadowrunner, you figure he probably has a Body of 5 or so, so you drop a Force 10 Manabolt (requiring a Magic of 5). If you succeed in casting it, the target explodes into a red mist as they take 11 boxes of physical damage. You resist 5P drain. Or you let fly with a Force 5 Petrify. You're limited to 5 hits, which is only occassionally a limitation. If you get a net hit the target turns directly to stone and is out of the combat. You only resist 4S Drain, but you're sustaining a spell for the rest of the battle. Also the astral signatures stop being trackable in just 5 hours instead of 10.

Which is the better spell? That's highly debatable. Situatioally, I'd like to drop an opponent with a lower force spell and take less drain. But situationally I'd like to jack an opponent out of the combat without having to sustain a spell or allow for the possibility that I might get taken out myself and have the target come right back into the battle.

But the fact that it is situational at least gives the possibility of balance. Because I can enumerate circumstances where I would rather cast Petrify and circumstances where I would rather cast Mana Bolt it is well within the grasp of gamemasters to present such circumstances with some frequency that would make a character glad that they had one or the other or both of those spells.

-Frank
Go to the top of the page
 
+Quote Post
Jhaiisiin
post Dec 9 2007, 08:10 PM
Post #39


Running Target
***

Group: Members
Posts: 1,416
Joined: 4-March 06
From: Albuquerque
Member No.: 8,334



In our group, we interpreted the damage resistance of the direct spells as such originally:

Spell fires off with X successes. This is a contested success test, being resisted by Body/Willpower + Counterspelling. Reduced to 0 successes means spell fizzles. Assuming that the spell is successful, then a damage resistance test of Body (for physical damage) or Willpower (for stun damage) is made. No dermal armor, dermal plating style cyberware, bone lacing, external armor, or any similar way of resisting external damage apply to this test, as the damage comes from within.

Now we actually threw that out and went with what a lot of people are saying here with the all or nothing approach because we felt it made the mages near useless. Our group tends to run magic heavy (our GM's pride and joy is his Magical Corp/shadowruning company, and that puts all magical teams together in varying combinations), and we were basically throwing duds against the opposition. It was ridiculous. There were always an abundance of counterspelling dice on our side, and usually not enough on the other, but anyone with enough body was removing what damage we had left over from successful spells.

However, our *original* way of playing it seems to fit in with the RAW, as it doesn't explicitly state that the person doesn't get an actual damage resistance test after the initial success test, which made the mages more useful than previously.

EDIT: Changed info about lethality because my brain is apparently fried and not working properly
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 09:08 PM
Post #40


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



I agree Frank, but Petrify has a few drawbacks. It's sustained, so you can drop the casting Mage. Or you can try to dispel the Petrify.

You can't do anything about the insta-gib Direct Spell.

More food for thought.

What happens when I create a Manipulation killing spell (like the SM rules suggest)? Do you get a DRT for your blood turning to air or all the air in your lungs turning to concrete?

If you do, do you get 1/2 impact armour? Why does armour even help you 'resist' your blood turning to air?
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 09:09 PM
Post #41


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



QUOTE (Fortune)
QUOTE (GentlemanLoser @ Dec 9 2007, 09:22 PM)
As said above, it's not a Damage Resistance Test, as it doesn't reduce the DV of the attack.

Which is why I said is was sort of a Damage Resistance test, as it does indeed directly reduce the damage you take from the spell with each hit you make. If you make as many (not even more, just an equal amount) hits as the caster, the spell doesn't work at all.

Isn't that exactly the same as the ID 'attack' test though?
Go to the top of the page
 
+Quote Post
hyzmarca
post Dec 9 2007, 09:46 PM
Post #42


Midnight Toker
**********

Group: Members
Posts: 7,686
Joined: 4-July 04
From: Zombie Drop Bear Santa's Workshop
Member No.: 6,456



QUOTE (Ryu @ Dec 9 2007, 07:46 AM)
Your mileage does vary.

As direct spells do not offer a damage resistance test, they are the spell for nearly every situation. Seriously, what real combat mage is stopped by willpower and counterspelling? Thats an upper ceiling of about 6(attribute) +6(counterspelling) +2(maybe the mage is specialised)=14 dice for most. The combat mage will throw 5(magic) +6(spellcasting) +2(specialisation) +2(mentor spirit) = 15 out of the gate. Without ever spending karma. At that point the investment in willpower for spell defense becomes questionable - it can after all only pay out if counterspelling is present.

You can get a Dwarf's willpower up to 9 at chargen without resorting to temporary boosts or stretching the rules, with temporary boosts, you can get that up to 13. Add in Magic Resistance 4 and you've got a natural 13 resistance dice before boosts. Take Braveheart as a Genetic Heritage and that's 14 before boosts raised to 15 by a few puffs of a joint of Deepweed and 17 by slap-patch of Nitro. That's before counterspelling.

So, a genetically engineered pot-smoking dwarf can throw as many dice as your ideal mage can. Give him Magic Resistance and he can throw more dice than your ideal make can. Give your magician a Force 3 combat spell focus and the Dwarf is still better.
Go to the top of the page
 
+Quote Post
Stahlseele
post Dec 9 2007, 10:08 PM
Post #43


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



QUOTE
So, a genetically engineered pot-smoking dwarf can throw as many dice as your ideal mage can. Give him Magic Resistance and he can throw more dice than your ideal make can. Give your magician a Force 3 combat spell focus and the Dwarf is still better.

is 'cause dwarves are cool!
also would make one hell of a mage with that many dice to resist stun damage . .
Go to the top of the page
 
+Quote Post
Ryu
post Dec 9 2007, 10:27 PM
Post #44


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



The limit on hits force provides does not limit mana damage spells in any way. Any mage that is build for casting elemental spells throws a high-force manaball, too.

And spell defense that bothers the combat mage is rare- it is possible, but thats where aid sorcery-tasks come into play.
Go to the top of the page
 
+Quote Post
hobgoblin
post Dec 9 2007, 10:28 PM
Post #45


panda!
**********

Group: Members
Posts: 10,331
Joined: 8-March 02
From: north of central europe
Member No.: 2,242



so thats what those dwarfs have in their pipes, deepweed :P
Go to the top of the page
 
+Quote Post
Fortune
post Dec 9 2007, 10:32 PM
Post #46


Immoral Elf
**********

Group: Members
Posts: 15,247
Joined: 29-March 02
From: Grimy Pete's Bar & Laundromat
Member No.: 2,486



QUOTE (GentlemanLoser)
QUOTE (Fortune @ Dec 9 2007, 08:51 AM)
QUOTE (GentlemanLoser @ Dec 9 2007, 09:22 PM)
As said above, it's not a Damage Resistance Test, as it doesn't reduce the DV of the attack.

Which is why I said is was sort of a Damage Resistance test, as it does indeed directly reduce the damage you take from the spell with each hit you make. If you make as many (not even more, just an equal amount) hits as the caster, the spell doesn't work at all.

Isn't that exactly the same as the ID 'attack' test though?

No. It differs in a number of ways.

First, with Indirect Combat Spells, there is a normal Reaction est (like in Ranged Combat) to see if the spell hits. You don't get this at all with Direct Combat spells.

Secondly, the number of hits matter more with Direct Combat spells, because if you can get an equal amount of hits in defence, the spell fizzles. This is not the case with Indirect Combat spells, the damage from which has to be reduced all the way to zero.

For example, JoeBob casts a Force 5 Flamethrower spell at QuikRik and gets 7 hits on his spellcasting test (but only 5 will count as he is limited to a maximum number of total hits equal to the spell's Force). QuikRik trips up and only scores 3 hits on his reaction test, so the spell actually hits QuikRik, who then gets to resist with his Body of 4 plus half of his Lined Coat, so 6 dice. At present the spell is going to do 7P to Rik (Force 5 +2 net successes to hit), but each success that QuikRik now makes will reduce the damage. Let's say he gets another 3 hits, and reduces the damage down to 4P.

Same example, but using Manabolt. QuikRik gets no Reaction test, and only gets his Willpower to resist JoeBob's 5 hits. If QuikRik actually gets 5 hits on his resistance test, the spell does not work at all, even though it would do 6P damage if he only got 4 hits on his resistance test. The damage does not need to be reduced all the way, because the spell fizzles way before that could happen.
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 10:40 PM
Post #47


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



QUOTE
First, with Indirect Combat Spells, there is a normal Reaction est (like in Ranged Combat) to see if the spell hits. You don't get this at all with Direct Combat spells.


This is exactly what I see the Magic + Sorc versus Bod/Will as. The Direct version of the Magic + Sorc versus Reaction test ID get.

They get exactly the same modifiers, bar CS.

QUOTE
Secondly, the number of hits matter more with Direct Combat spells, because if you can get an equal amount of hits in defence, the spell fizzles. This is not the case with Indirect Combat spells, the damage from which has to be reduced all the way to zero.


If it's treated as a Ranged attack, if you get zero net hits on the Magic + Sroc versus Reaction test, doesn't it miss, exactly like a D spell 'fizzling' ? Or do Ranged attacks automatically hit, no matter what net successes you get on the to-hit opposed test?

QUOTE
For example, JoeBob casts a Force 5 Flamethrower spell at QuikRik and gets 7 hits on his spellcasting test (but only 5 will count as he is limited to a maximum number of total hits equal to the spell's Force). QuikRik trips up and only scores 3 hits on his reaction test, so the spell actually hits QuikRik, who then gets to resist with his Body of 4 plus half of his Lined Coat, so 6 dice. At present the spell is going to do 7P to Rik (Force 5 +2 net successes to hit), but each success that QuikRik now makes will reduce the damage. Let's say he gets another 3 hits, and reduces the damage down to 4P.


And what happens if QuikRik got 5 on his reaction test?

QUOTE
Same example, but using Manabolt. QuikRik gets no Reaction test, and only gets his Willpower to resist JoeBob's 5 hits. If QuikRik actually gets 5 hits on his resistance test, the spell does not work at all, even though it would do 6P damage if he only got 4 hits on his resistance test. The damage does not need to be reduced all the way, because the spell fizzles way before that could happen.


What happens if QuikRik 'trips' on his Willpower test and get 3 (as he did in the original exmaple).

He suffers 7P with no soak...

So how would it be *ever* worse to throw the Manabolt at QuikRik than the flamethrower?
Go to the top of the page
 
+Quote Post
Stahlseele
post Dec 9 2007, 10:50 PM
Post #48


The ShadowComedian
**********

Group: Dumpshocked
Posts: 14,538
Joined: 3-October 07
From: Hamburg, AGS
Member No.: 13,525



QUOTE
And what happens if QuikRik got 5 on his reaction test?

it misses HIM completely . . but now replace flamethrower with fireball and he's most likely still getting caught in the blast . . as is everyone else in that area . . Elemental Spells allways hit SOMETHING . . while mana spells that get resisted hit NOTHING as far as i understand . .
Go to the top of the page
 
+Quote Post
GentlemanLoser
post Dec 9 2007, 10:51 PM
Post #49


Moving Target
**

Group: Members
Posts: 128
Joined: 28-January 05
Member No.: 7,029



What's the diference between ireball and Manaball?

If it misses him, it misses him?

How are you also automatically caught in the AoE?
Go to the top of the page
 
+Quote Post
kzt
post Dec 9 2007, 10:54 PM
Post #50


Great Dragon
*********

Group: Members
Posts: 5,537
Joined: 27-August 06
From: Albuquerque NM
Member No.: 9,234



If you have 21 dice for sorcery tests so you can routinely get 7 hits it doesn't matter. You are casting force 15 spells, without overcasting.....

If we use a more rational number and assume a pool of 13 dice the average is 4 hits. Assume target has a will of 6. So on average they will get two successes. Ok, so direct spells work best. Now assume that the target is a runner team with 3 mages, all of whom have counterspell 6. So the target has (using teamwork) an average of 10 dice of counterspelling, which will soak 3 success. So your manaball does nothing.

A fireball will still likely do some damage, as you have to soak 10+ success to beat it down. Assume reaction 6 - soaks two successes, then two more from body 6, one more from armor 6, and 3 from counterspell. So they take two damage. Not great, but better then zero any day.
Go to the top of the page
 
+Quote Post

4 Pages V  < 1 2 3 4 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 19th July 2025 - 12:53 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.