Mist spell and visibility modifiers, how to deal with |
Mist spell and visibility modifiers, how to deal with |
May 21 2008, 04:46 PM
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#1
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Target Group: Members Posts: 62 Joined: 28-February 08 Member No.: 15,717 |
hello everyone,
The Mist spell from S&M says that it impossed a visibility modifier equal to the hits scored. Reading the BBB I find the visibility modifiers for ranged attacks from a mist are detailed in a table there so they are basically those, but given a spell that creates a mist that has a variety of densities according to the hits scored I beilieve this has to work differently. I couldnt find a rule written to deal with this situation, I know it can be simply adjust it with a bit of commmon sense, but I want to hear some opinions. A true question I have is how the spell will affect others spell casted at LOS, will Mist spell imposse a penalty on those too? |
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May 21 2008, 04:55 PM
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#2
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The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Visibility modifiers apply to spellcasting tests involving LOS.
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May 21 2008, 04:58 PM
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#3
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Target Group: Members Posts: 62 Joined: 28-February 08 Member No.: 15,717 |
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May 21 2008, 09:28 PM
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#4
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Anything that breaks LOS is useful against mages.
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May 22 2008, 03:32 AM
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#5
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Moving Target Group: Members Posts: 256 Joined: 11-March 08 Member No.: 15,759 |
I think a more interesting question is how do the different vision types help against this spell? That's something I've been wondering.
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May 22 2008, 03:42 AM
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#6
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
From the Visibility Table on page 140 of the SR4 core rulebook ...
Light Mist: Normal Vision -2 / Low Light -1 / Thermo 0 / Ultrasound -1 Heavy Mist: Normal Vision -4 / Low Light -2 / Thermo -2 / Ultrasound -2 Just use those as a guideline. |
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May 22 2008, 03:46 AM
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#7
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Moving Target Group: Members Posts: 256 Joined: 11-March 08 Member No.: 15,759 |
From the Visibility Table on page 140 of the SR4 core rulebook ... Light Mist: Normal Vision -2 / Low Light -1 / Thermo 0 / Ultrasound -1 Heavy Mist: Normal Vision -4 / Low Light -2 / Thermo -2 / Ultrasound -2 However, the spell imposes a modifier based on the hits scored. It doesn't simulate a defined mist type--light or heavy. So, if you get 1 hit on the spell, then those looking through the mist get a -1. That doesn't match up with anything on the Visibility Table. |
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May 22 2008, 03:56 AM
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#8
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Immoral Elf Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I edited. (IMG:style_emoticons/default/nyahnyah.gif) (IMG:style_emoticons/default/biggrin.gif)
Just use those as a guideline for each of the different vision types. For example, a person with only normal vision takes the full penalty, but someone with low light vision might have a slightly lesser penalty. Or ... Treat the spell as written, being a magical effect, and rule that the various vision types are immaterial when determining the penalty. Personally, I would just go with the second choice, which is, as you point out, the canon rule. |
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May 22 2008, 03:58 AM
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#9
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Moving Target Group: Members Posts: 256 Joined: 11-March 08 Member No.: 15,759 |
I edited. (IMG:style_emoticons/default/nyahnyah.gif) (IMG:style_emoticons/default/biggrin.gif) Just use those as a guideline for each of the different vision types. For example, a person with only normal vision takes the full penalty, but someone with low light vision might have a slightly lesser penalty. Or ... Treat the spell as written, being a magical effect, and rule that the various vision types are immaterial when determining the penalty. Personally, I would just go with the second choice, which is, as you point out, the canon rule. Heh, I see that you did. (IMG:style_emoticons/default/wink.gif) Sure, the second idea is the easier way to handle it and won't bog down the game. Thanks for your opinion. |
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