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> Direct Combat Spells, A few questions.
Apathy
post Dec 11 2007, 01:46 AM
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QUOTE (kzt @ Dec 10 2007, 08:21 PM)
QUOTE (Tarantula @ Dec 10 2007, 02:45 PM)
A successful reaction test means that they were outside of the affected area.  Whether that means your grenade went a little high, or they pulled a table over to block the blast, or that your fireball was cast so that it affected only half a meter over the floor, and they dropped prone.

So I fire off a force 8 fireball down a corridor into a room that is 20 feet on a side. The fireball is about 52 feet in diameter. The entire room is more than filled with flame. Can you explain how, in terms of the what the character does, this "outside of the affected area" works in this situation?

I would think this all depends on how you visualize the effect of the spell. I don't think anything explicitely says that these spells instantaneously fill ever square centimeter with damage. The kill range of hand grenades (defined my military as >50% chance of lethal injury) was around 50' I think (this is just off memory, so please somebody correct me if I'm off). But RL people still often got lucky and escaped injury if the hit the dirt and/or found something to hide behind.

If ID AOE spells work kind of like fireworks, or grenades, where a finite amount of the deadly stuff travels out from a central explosion point, then you very well could 'dodge' the AoE while still being inside the radius of the effect.
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hyzmarca
post Dec 11 2007, 02:08 AM
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Actually, with a grenade defender dodge successes increase the attacker's scatter, which I suppose represents the defender making a silly face at precisely the right instant, causing the attacker to laugh and throwing off his aim.
The actual grenade explosion can't be dodged, and only the target of the grenade attack can use dodge to increase scatter. 0 Net hits on a grenade throwing test means maximum scatter, but people in the blast radius are still going to die. And you can negate the ability of targets to dodge altogether by simply targeting the ground near them, though it is recommended that GMs not allow this. The same is true with rockets and guided missiles.

If one were to treat area elemental attacks like area physical attacks, then one should probably use scatter rules to move the epicenter of the attack while making it impossible for those caught in its radius to dodge.



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Tarantula
post Dec 11 2007, 05:59 AM
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QUOTE (DTFarstar @ Dec 10 2007, 07:28 PM)
in my experience just a couple of feet and I chose to tuck instead of run. I might have made it, might have not but because I curled up I got some superficial burns on my ankles, and the outside of my arms and alot of burned hair

Which could be an example of a successful reaction test. Superficial burns probably aren't even worth one box of damage, and burnt hair definitely isn't. But, you can always do superficial damage to runners for a successful reaction test (such as burnt hair, and such).

Hyz: An example would be, a thrown regular frag grenade (1d6 base scatter). Defender beats attacker on the opposed test, so they take 1d6 in scatter. Lets assume 3 meters of that. Great. Now it lands. Now the defender has until the attackers next IP to move, hide, move the grenade, etc before the grenade goes off. Assuming he's smart, and runs, he only needs to get a total of 11m (8m from where he is) from the grenade to avoid all damage entirely. Since base speed on even a dwarf is 20m, this is easily accomplished.

QUOTE (hyzmarca)
If one were to treat area elemental attacks like area physical attacks, then one should probably use scatter rules to move the epicenter of the attack while making it impossible for those caught in its radius to dodge.

If you felt like doing that, sure, but I've never pictured fireball simply causing a Force meter sphere to suddenly be fire, and then not. I've always seen it as a ball of fire, shooting from the mage, hitting the targetted area, and then exploding to be that force meter sphere.
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DTFarstar
post Dec 11 2007, 07:30 AM
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I would easily consider the damage I took to be at least 3S, when I said superficial damage, I was categorizing the burns. Superficial burns are first or light second degree burns. They would definitely be damage of some type as they hinder the hell out of you when doing other things. I would say I reacted successfully and staged a 6 or 7P wound down to 3S or so. If I had not tucked up I would have exposed eyes and especially lungs to the flame which could have easily been lethal especially if I was breathing in.


Anyway, I feel like a jackass trying to state a real life situation in SR terms, I'll just say I have real life experience behind playing explosions the way I do and leave it at that. YMMV, as it stands I agree that with the exception of trying to hit people you cannot see D spells ALWAYS beat ID spells. That said I would imagine we would all also agree that grenades beat ID spells and guns largely beat D spells because they don't have drain associated with them. Magic should do what it does, and in the damage department that is largely ineffective as far as comparisons to other forms of magic and guns go, especially if the opposition has a mage.

Chris
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DTFarstar
post Dec 11 2007, 07:31 AM
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Also, would like to say when talking about grenades and explosions I was referring to airburst linked ones so that there was no time in between throw/fire and explosion for the person to legally run.

Chris
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SCARed
post Dec 11 2007, 01:47 PM
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QUOTE (Kyoto Kid)
QUOTE (Synner)
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.

...interesting, I was led to believe a mage only needed to see part of the target for to hit her without any penalties. That means the Short One (#69) would have not have gone down from that manabolt the troll mage shot at her as his casting DP should have been reduced because she was only poking her head & shoulders out of the sunroof of the car (partial cover).

i always thought that, too. we played it that way: mage has to make a perception test (if the situation is lousy - i.e. dark, foggy or so). if he can see "something" of the targets aura, the direct combat spell can normally work.

for IDCS it's plain told in the BBB, that one has to cast them like firing a ranged weapon, just use MAG+spellcasting (plus modifiers). and mods from cover, sight and such are surely used.

the main advantage of IDCS is the fact, that one can toast targets behind cover. and that a fireball spell will make those gangers piss of. in terror and fear of the burns.

sure, it makes no difference if you're killed, but a nasty elemental effect is a thing, every opponent will consider for sure.

sidenote: as a GM i wouldn't allow elemental effects for direct spells. they're pure magic. there isn't created anything plain physical that would be able to cause the elemental effect, IMHO. IDCS are different. you create an actual ball of fire in your hand and "throw" it at the target (with magic). there it explodes like a grenade.
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