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#26
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,894 Joined: 11-May 09 Member No.: 17,166 ![]() |
Actually, as Dr. Funkenstein's example of the petrify spell shows, it does affect some non-combat spells. I agree that it wouldn't affect, say, mental manipulations, which is why I lean slightly towards the "limits spellcasting hits" interpretation. Not because it is necessarily the correct interpretation, but because it is the interpretation that lets the quality uniformly reduce the effectiveness of all spells. I don't put any particular weight on Synner's post, though - he didn't say he was clarifying the rule. He only said it was his ruling, and he then added that the ambiguity of the rules lets gamemasters interpret it either way. Thanks Glyph. I may not always agree with you, but I always find something useful in your posts because they are consistently well reasoned and clearly stated. In this case, your read precisely matches mine, so that's how I think I will be going. It was my first inclination, due to the "cost" or the power, but I'm relieved I'm not the only person who feels that way. |
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#27
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
Poorly written quality that is clarified by a developer quote I provided above. You are incorrect. Run it how you want, but it is not going to be correct if you do so as described. Also note that if you run it as described, you should be reducing the cost down to 5 BP. What they wrote does not interface with anything in the description of the Quality. It is perfectly meaningful as it stands. It may be overly expensive, but who gives a shit. It states the rule quite clearly. This is not about whatever the developers houserule in their own game. I care not one jot for what rules Jennifer Harding follows (the game she is involved in houserules things, and those houserules should not be considered source for RAW). I read the rules they have written on the page, the rules they sold. The maximum Spellcasting Hit allotment, being equal to the spells Force, is an effect of the spells Force. Nope. QUOTE (Page 181 @ Anniversary BBB Reprint) While spell effects can take on a variety of forms, there are a few effects that have become so common as to be considered standard spells. These spells are listed in the Street Grimoire section, p. 203. Therefore, only the elements mentioned in the Street Grimoire entries are considered the effects of a spell. |
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#28
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Muspellheimr, I think maybe I'm confused now, because you're saying the way I am reading it should be LESS expensive than the restricted version you quoted? Can you restate it in a single coherent post so I understand what you are saying the clarification actually IS? Very simple. As written, the quality is extremely unclear. Ruling 1: Maximum Hit Allotment is a spell effect, & thus limited by the adjusted Force. Quality is fine. Ruling 2: Maximum Hit Allotment is not a spell effect, & thus not limited by the adjusted Force. Quality is crap best removed from the game. If you for some reason insist on continuing to allow it, the Build Point cost should be reduced to 10 maximum, suggested 5. Even then I would never take it for a character. Not because it is necessarily the correct interpretation, but because it is the interpretation that lets the quality uniformly reduce the effectiveness of all spells. Which is precisely the way it should work, and appears to be intended to work. Again, the balancing factors include significant resource costs, and reduction to all spells, not hostile spells. QUOTE (Page 181 @ Anniversary BBB Reprint) While spell effects can take on a variety of forms, there are a few effects that have become so common as to be considered standard spells. These spells are listed in the Street Grimoire section, p. 203. Therefore, only the elements mentioned in the Street Grimoire entries are considered the effects of a spell. Yes, and 1 + 1 = 8. there are a few effects that have become so common as to be considered standard spells This is not in any way used to define what constitutes a spell effect, and has a built-in exception. There are a few spells... |
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#29
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Very simple. As written, the quality is extremely unclear. Perhaps to you, but it's pretty cut-and-dry to me. And quite a few other people judging by this thread. QUOTE Ruling 1: Maximum Hit Allotment is a spell effect, & thus limited by the adjusted Force. Quality is fine. That's not a ruling so much as a blatant misunderstanding of the rules and the English language. Metagame mechanics are not spell effects. The maximum allotment of hits is a game-balancing rule that isn't even limited solely to spellcasting. If it were a spell effect, it would be completely different for each spell. Which it isn't. What is a spell effect is how they use those hits. Some use them to stage up damage, others use them to extend durations, and others use them to bolster the benefits. None of that has anything to do with the metagaming limit. That limit is in the same vein as how many dice you're allowed to use on a roll, which attributes and skills you use, and what conditional modifiers you apply. By your faulty -- and it is faulty -- misunderstanding of what is and isn't a spell effect, all of those things should be affected by this quality, too. Which is total hogwash. Those are base rules of the game, not the spell. If you really want to get pedantic on the matter, there's two lines of note. SR4A p. 183, Determine Effect: "The hits scored on the Spellcasting Test may not exceed the spell’s Force." RC, p. 111, Arcane Arrester: "Note that the actual Force of the spell is not actually reduced." It doesn't get much more cut and dry than that. Especially when the sentence right before that one even tells you exactly what type of effects are affected: "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." So if that overcast Force 12 Stunbolt spell hits the changeling despite the number of hits the original caster had, it's only going to be doing half of its damage. That's huge and way different and potentially more beneficial than what Magic Resistance or similar effects do. Especially when combined with things like Counterspelling, Spell Resistance and even Astral Hazing. QUOTE Ruling 2: Maximum Hit Allotment is not a spell effect, & thus not limited by the adjusted Force. Quality is crap best removed from the game. If you for some reason insist on continuing to allow it, the Build Point cost should be reduced to 10 maximum, suggested 5. Even then I would never take it for a character. Translation: "I don't like the rule as written, so obviously my house rule is the way it's meant to be and anyone who says otherwise is a big doodiehead. Obey my house rule or continue to be stupid! You big stupidheads! Nyeh!" (IMG:style_emoticons/default/ohplease.gif) It's one thing to not like a rule and advocate a house rule in its stead. It's another thing entirely to delude yourself into thinking it's anything but a house rule. |
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#30
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
That's not a ruling so much as a blatant misunderstanding of the rules and the English language. QUOTE (Effect Definition) 2. power to produce results; efficacy; force; validity; influence If it were a spell effect, it would be completely different for each spell. A square is a rectangle, but a rectangle is not [always] a square. An effect may be a variable, but a variable is not [always] an effect. In other words, bullshit. SR4A p. 183, Determine Effect: "The hits scored on the Spellcasting Test may not exceed the spell's Force." < > It doesn't get much more cut and dry than that. Especially when the sentence right before that one even tells you exactly what type of effects are affected: "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." Thanks for pulling the quotes for me. It's one thing to not like a rule and advocate a house rule in its stead. It's another thing entirely to delude yourself into thinking it's anything but a house rule. It's one thing to disagree with an interpretation of a vaguely written rule. It's another thing entirely to delude yourself into thinking it's the only interpretation. Again, the quality is extremely poorly written, & thus open to interpretation. Due to the tone of the writing, & developer rulings on the subject, it seems quite clear that the intended effects of the quality are as I have been claiming - especially considering the near-uselessness of the quality in comparison to cost with the other ruling. |
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#31
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
QUOTE QUOTE It doesn't get much more cut and dry than that. Especially when the sentence right before that one even tells you exactly what type of effects are affected: "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." Thanks for pulling the quotes for me. Emphasis fixed. If you were right -- and you're not, on any level whatsoever -- all they would have had to say was "...the spell is reduced to half Force." Period. There wouldn't be any need to go beyond that. If any clarification were needed for the effect to work the way you desperately wish it did, it would instead be "...the spell is reduced to half Force, including the number of hits on the Spellcasting Test." You're wrong. Deal with it. |
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#32
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
QUOTE It doesn't get much more cut and dry than that. Especially when the sentence right before that one even tells you exactly what type of effects are affected: "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." Emphasis fixed. You're wrong. Deal with it. Edit: Here, I'll even help you with the concept. QUOTE (Etcetera Definition) a number of other things or persons unspecified.
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#33
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
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#34
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Old Man of the North ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 10,300 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 ![]() |
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#35
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
If you really want to get pedantic on the matter, there's two lines of note. SR4A p. 183, Determine Effect: "The hits scored on the Spellcasting Test may not exceed the spell’s Force." RC, p. 111, Arcane Arrester: "Note that the actual Force of the spell is not actually reduced." It doesn't get much more cut and dry than that. Especially when the sentence right before that one even tells you exactly what type of effects are affected: "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." So if that overcast Force 12 Stunbolt spell hits the changeling despite the number of hits the original caster had, it's only going to be doing half of its damage. That's huge and way different and potentially more beneficial than what Magic Resistance or similar effects do. Especially when combined with things like Counterspelling, Spell Resistance and even Astral Hazing. I will put it a different way for you... Refer to your Quote from SR4A, Page 183... DETERMINING EFFECT... Read it well, as it is pretty cut and dried... here, let me help... "The hits scored on the Spellcasting Test may not exceed the spell’s Force" You are right, the Force of the spell Does Not Change for the Caster... Very Correct, and for any one else that does not have Arcane Arrester, it is still a FUll Force Spell, complete with all that goes with it... HOWEVER, for the Character with Arcane Arrester, the Force is Halved ... FOR HIM ONLY... in this case, the number of hits that can be applied... FOR EFFECT ON HIM is no greater than the Force of the Spell FOR HIM... Ergo... Force 5 reduced to Froce 2 for the character with Arcane Arrester may only have 2 hits applied to the Effect FOR HIM... Pretty Cut and Dried in My Opinion... Keep the Faith |
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#36
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
<sigh>
I will put it a different way for you... Refer to your Quote from SR4A, Page 183... DETERMINING EFFECT... Read it well, as it is pretty cut and dried... here, let me help... "The hits scored on the Spellcasting Test may not exceed the spell’s Force" And read the quote from Arcane Arrester again. "Note that the actual Force of the spell is not actually reduced." Not to mention "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." It's as straight forward as it can possibly get. Arcane Arrester isn't Magic Resistance or Spell Resistance. It doesn't help you resist the spell, it undermines the end effect of the spell. The success of casting the spell remains exactly the same, in every conceivable way. The difference is that a Stunbolt cast at Force 12 doesn't do a base of 12 boxes of damage does a base of 6 boxes of damage. That's what Arcane Arrester does. And it's absolutely huge. Especially when combined with the benefits of Counterspelling, Spell Resistance, or Astral Hazing. Hell, if it worked the way you people wish it did, you may as well not even bother casing a spell on such a character because there's no way you would have a chance in Hell of affecting them with any of those combined options. Heck, with your faulty interpretation of the rules and Astral Hazing alone, no spell with a Force less than 9 could affect the changeling. Ever. Without a single die hitting the table. (IMG:style_emoticons/default/ohplease.gif) QUOTE You are right, the Force of the spell Does Not Change for the Caster... Very Correct, and for any one else that does not have Arcane Arrester, it is still a FUll Force Spell, complete with all that goes with it... HOWEVER, for the Character with Arcane Arrester, the Force is Halved ... FOR HIM ONLY... in this case, the number of hits that can be applied... FOR EFFECT ON HIM is no greater than the Force of the Spell FOR HIM... No. The caster's hits are completely and utterly unrelated to the target. The limitation on hits is not a spell effect. Damage, paralysis, etc. (hey, guess where we saw that before!), however, are. |
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#37
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
<sigh> And read the quote from Arcane Arrester again. "Note that the actual Force of the spell is not actually reduced." Not to mention "...the character—and she alone—treats Force-based effects (damage, paralysis, etc.) at half (round down) actual strength." It's as straight forward as it can possibly get. Arcane Arrester isn't Magic Resistance or Spell Resistance. It doesn't help you resist the spell, it undermines the end effect of the spell. The success of casting the spell remains exactly the same, in every conceivable way. The difference is that a Stunbolt cast at Force 12 doesn't do a base of 12 boxes of damage does a base of 6 boxes of damage. That's what Arcane Arrester does. And it's absolutely huge. Especially when combined with the benefits of Counterspelling, Spell Resistance, or Astral Hazing. Hell, if it worked the way you people wish it did, you may as well not even bother casing a spell on such a character because there's no way you would have a chance in Hell of affecting them with any of those combined options. Heck, with your faulty interpretation of the rules and Astral Hazing alone, no spell with a Force less than 9 could affect the changeling. Ever. Without a single die hitting the table. (IMG:style_emoticons/default/ohplease.gif) No. The caster's hits are completely and utterly unrelated to the target. The limitation on hits is not a spell effect. Damage, paralysis, etc. (hey, guess where we saw that before!), however, are. *sigh* You did not read the quote above did you? I acknowledge that the Force is Uncahanged for anyone without the Arcane Arrester quality, but for the affected character IT IS, it is REDUCED BY HALF... YES, THE CHARACTER ALONE SUFfers under the reduced effect... No Question about it... Read it again... In the Stage for Determining EFFECT, HITS MATTER... so if your arcane arrested character is under the effect of a reduced Force then SO are the Applicable Hits applied... Can't get any easier... Here it is again, from your own post even... SR4A p. 183, Determine Effect: "The hits scored on the Spellcasting Test may not exceed the spell’s Force." The effect is any number of results based upon the spell, IN COMBINATION WITH the amount of hits achieved on castting... The HITS MUST be factored ito the effect, or you have NO EFFECT at all (See your quoted rule)... it REQUIRES at least ONE NET HIT to affect a target, so therefore, the hits matter in the effect... As for your assumption that Astral Hazing in combination with Arcane Arrester is problematic... YES, IT IS... but if you allow someone into the game with that combination of qualities, whose fault is it really? NOT allowing them to fuinction in the manner addressed is a disservice to the Qualities themselves... You may not like it, but there it is... Keep the Faith |
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#38
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
QUOTE You did not read the quote above did you? I acknowledge that the Force is Uncahanged for anyone without the Arcane Arrester quality, but for the affected character IT IS, it is REDUCED BY HALF... YES, THE CHARACTER ALONE SUFfers under the reduced effect... No Question about it... I did. But what you guys seem to be missing is that the limited number of hits is a metagame function and limitation on the caster's part. It has absolutely nothing to do with the target whatsoever. Nor is it, in any way, shape, or form, an actual spell effect any more vision modifiers are. "The spell's Force is unchanged." That line exists for a reason. Because the spell's Force is unchanged. Whereas the spell effects based on Force are not in regards to the target's resistance. And, again, the limit on the number of hits is not a function of the target's resistance. Never ever ever. Zero function. Null and void. 100% the caster's problem. QUOTE As for your assumption that Astral Hazing in combination with Arcane Arrester is problematic... YES, IT IS... but if you allow someone into the game with that combination of qualities, whose fault is it really? NOT allowing them to fuinction in the manner addressed is a disservice to the Qualities themselves... You may not like it, but there it is... Are you really trying to argue your misinterpretation of the rules by pointing out how your misinterpretation makes another completely different set of rules overpowered, too? Is that what you're really trying to do? Because that is what you're doing. |
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#39
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
I did. But what you guys seem to be missing is that the limited number of hits is a metagame function and limitation on the caster's part. It has absolutely nothing to do with the target whatsoever. Nor is it, in any way, shape, or form, an actual spell effect any more vision modifiers are. "The spell's Force is unchanged." That line exists for a reason. Because the spell's Force is unchanged. Whereas the spell effects based on Force are not in regards to the target's resistance. And, again, the limit on the number of hits is not a function of the target's resistance. Never ever ever. Zero function. Null and void. 100% the caster's problem. Are you really trying to argue your misinterpretation of the rules by pointing out how your misinterpretation makes another completely different set of rules overpowered, too? Is that what you're really trying to do? Because that is what you're doing. HITS do have something to do with the target, they are an indicator of how effective the spell is... if there are no hits (for whatever reason) then the effect is null... Hits are REQUIRED as part of the EFFECT, and as such are held to the same standard against Arcane Arrester as the Force Reduction... And it is NOT what I am doing... I am pointing out that if you allow both Arcane Arrester and Astral Hazing to be applied to a single character, and then complain that it is so effective that it completely negates most, if not all, of a mages abilities, then that is YOUR fault, not the systems. SO you have an accomplished anti-magic character... nothng makes him immune to Bullets... just a different solution to the problem, that is all... You are making it more complicated than it has to be... Obviously, though, we will not come to an agreement here, so that is okay... Keep the Faith |
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#40
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
QUOTE HITS do have something to do with the target, they are an indicator of how effective the spell is... if there are no hits (for whatever reason) then the effect is null... Hits are REQUIRED as part of the EFFECT, and as such are held to the same standard against Arcane Arrester as the Force Reduction... So do vision modifiers, range modifiers, condition modifiers, the number of dice the caster is throwing, what foci or fetishes are being used, and everything else that's part of casting a spell. It's all the same. They're all rules that directly affect the caster, not the target. Let me change a few words in your goofy argument to drive the point home. "If there are no [Magic + Spellcasting dice being used to cast the spell] then the effect is null. [Magic + Spellcasting dice] are REQUIRED as part of the EFFECT..." So, ergo, Arcane Arrester superawesomely affects the caster's Magic and Spellcasting dice, too! (IMG:style_emoticons/default/ohplease.gif) QUOTE And it is NOT what I am doing... I am pointing out that if you allow both Arcane Arrester and Astral Hazing to be applied to a single character, and then complain that it is so effective that it completely negates most, if not all, of a mages abilities, then that is YOUR fault, not the systems. Sorry, but no. That is what you're doing because by the actual rules, the combination isn't fatally broken. Your misinterpretation is. What's next? Allowing Counterspelling to work with it is broken, too, and anyone who allows it is a big stupid doodiehead? Sorry, but no. |
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#41
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
So do vision modifiers, range modifiers, condition modifiers, the number of dice the caster is throwing, what foci or fetishes are being used, and everything else that's part of casting a spell. It's all the same. They're all rules that directly affect the caster, not the target. Let me change a few words in your goofy argument to drive the point home. "If there are no [Magic + Spellcasting dice being used to cast the spell] then the effect is null. [Magic + Spellcasting dice] are REQUIRED as part of the EFFECT..." So, ergo, Arcane Arrester superawesomely affects the caster's Magic and Spellcasting dice, too! (IMG:style_emoticons/default/ohplease.gif) Sorry, but no. That is what you're doing because by the actual rules, the combination isn't fatally broken. Your misinterpretation is. What's next? Allowing Counterspelling to work with it is broken, too, and anyone who allows it is a big stupid doodiehead? Sorry, but no. WOW... Just WOW... You continue to argue the point that everything affects Spellcasting Dice, and that may be true... but Hits directly Affect the SPELLS EFFECT, which ARCANE ARRESTER Directly Modifies, therefore, by your own quoted Posts, you would cap the applicable hits by the Modified Force... AS NORMAL... and by the way, Modifiers actually affect the Spellcasting Test Dice Pool, and only have an Indirect effect on the number of hits... Hits are a result of the Test... I have NEVER said that the combination was broken... I actually think it is an interesting (though probably a bad idea) way of obtaining fairly potent resistance to magical effects... only the most powerful of mages will be able to actually affect the character with magic... Ever... But that is neither here nor there... back to the point, assuming that you actually have dice to cast your spell (all things considered, Arcane Arrester DOES NOT LIMIT DICE IN ANY WAY, after all), the EFFECT of the Spell is determined by Base Descriptive Effect PLUS HITS (whether it is a manipulation or illusion or damaging spell), and for an effect you must apply HITS... You cannot get around that logic in any way, and that is why it is described as such in the rules that you quoted above... Hits ARE part of the EFFECT...... Keep the Faith |
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#42
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
Actually... I think I have to side neutrally here. The question is a question of precedence, and which is the superior clause and neither is noticably so. Also the quality specifically states 'force-based effects' such as the damage from a direct spell. Hits generally aren't considered a force based effect, but a side-effect of force. This is a grey area in the rules and is not nearly as clean cut as some are making it out to be.
I also heavily disagree w/ Musp's portrayal of arcane arrestor, the quality is if anything overpowered and underpriced, especially under the first reading. Especially after every twink and his brother pairs it w/ the NEGATIVE quality which gives them a background count. Even barring that, if an actual background count is present, that goes even farther in the characters favor. In regards direct combat spells. This is doubly so... if the caster applies no hits to damage (to avoid drain w/ the new optional rule)... all the damage comes from force... now all damage from these spells is halved round down. |
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#43
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Actually... I think I have to side neutrally here. The question is a question of precedence, and which is the superior clause and neither is noticably so. Also the quality specifically states 'force-based effects' such as the damage from a direct spell. Hits generally aren't considered a force based effect, but a side-effect of force. This is a grey area in the rules and is not nearly as clean cut as some are making it out to be. I also heavily disagree w/ Musp's portrayal of arcane arrestor, the quality is if anything overpowered and underpriced, especially under the first reading. Especially after every twink and his brother pairs it w/ the NEGATIVE quality which gives them a background count. Even barring that, if an actual background count is present, that goes even farther in the characters favor. In regards direct combat spells. This is doubly so... if the caster applies no hits to damage (to avoid drain w/ the new optional rule)... all the damage comes from force... now all damage from these spells is halved round down. I agree that it is a gray area, and we will probably never come to a reconciliation on the matter... It is an interesting quality, but one that does not see any real play time in our games, the same is said of the NEGATIVE quality of Astral Hazing... it is a negative quality for a reason, and will quickly end in bad things in our campaign, if not from the player characters, then from the NPCs around us... As for Direct Damage Combat Spells you would always have to apply at least One HIt (Correct?) To succeed in damaging the target. So with that optional rule in place, you are still upping the default drain by at least +1 every time you actually do damage, or is that a misunderstanding on my part... I hate that rule anyway... we tried it and no longer use it... it prompted to many people to overcast their effects for less effective drain... made no sense... Keep the Faith |
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#44
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
So do vision modifiers, range modifiers, condition modifiers, the number of dice the caster is throwing, what foci or fetishes are being used, and everything else that's part of casting a spell. None of which are a variable based on the Force of the spell, or listed under the Determine Effects section of spellcasting for that matter. Now, I have given significant support for my position, based on logic, rules references, developer input, etc. I have also clearly stated that it is an interpretation of a poorly written section of text; I have never stated that my ruling is Rules as Written, I have merely stated that it is just as easily arguably accurate as the other ruling, and for a variety of reasons, appears to be the Rules as Intended. You, on the other hand, have consistently insisted that anyone disagreeing with you is wrong, and through warped logic have failingly attempted to prove so. In other words, you are at best trolling. I suggest you shut up. |
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#45
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
You, on the other hand, have consistently insisted that anyone disagreeing with you is wrong, and through warped logic have failingly attempted to prove so. QUOTE (Muspellsheimr) Poorly written quality that is clarified by a developer quote I provided above. You are incorrect. Hypocrisy is a beautiful thing. Regardless, it's no fault of mine you're wrong about Arcane Arrester or that you refused to acknowledge that it wasn't the rules as written (up until now anyway, but only so you could feel good about calling me a troll -- bravo). Good job resorting to name-calling and unfounded accusations when you finally admit that you are very much wrong, by the way, simply because I'm adamant about my position and can actually prove why by simply understanding the English language as written. |
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#46
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 ![]() |
As for Direct Damage Combat Spells you would always have to apply at least One HIt (Correct?) To succeed in damaging the target. So with that optional rule in place, you are still upping the default drain by at least +1 every time you actually do damage, or is that a misunderstanding on my part... I hate that rule anyway... we tried it and no longer use it... it prompted to many people to overcast their effects for less effective drain... made no sense... Incorrect... I could cast the spell at force 5... roll 7 hits.. only be able to use 5 of them. End up with 2 net hits after resistance, and then apply NONE of them to damage. It's purely the casters option whether he wants to add hits to damage and drain or not. If he has any net hits the spell works, it's only to enhance the effect. |
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#47
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,263 Joined: 4-March 08 From: Blighty Member No.: 15,736 ![]() |
there are a few effects that have become so common as to be considered standard spells This is not in any way used to define what constitutes a spell effect, and has a built-in exception. There are a few spells... It refers to the spell entries as spell effects (albeit through a single layer of indirection). Nothing else is ever defined to be a spell effect. Therefore, we can only be sure that the elements that comprise the profiles in Street Grimoire are spell effects. About anything else we are less than certain. If we assume inclusion in a set on account of any connection whatsoever, then there are other things that should in the set of spell effects that do not belong there. Put another way: is the Perception Threshold to spot Spellcasting a Spell Effect? Why so? If yes, what effect does Arcane Arrester even have on it? Furthermore, QUOTE (Page 203 @ Anniversary BBB Reprint) Each spell has the following characteristics: Category, Type, Range, Threshold, Duration, Drain Value, and Effect.
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#48
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
Nothing else is ever defined to be a spell effect. QUOTE (SR4A p.183) STEP 5: DETERMINE EFFECT Some spells simply require a Success Test, with hits determining the level of success (as noted in the spell description). The Spellcasting + Magic test must generate at least one net hit to succeed and may need more if the effect has a threshold for success. The spellcaster can always choose to use less than the total number of hits rolled in a Spellcasting Test. Spells cast on living or magic targets are often resisted, and an Opposed Test is required. For area spells, the magician rolls only once, and each target resists the spell separately. The target resists physical spells with Body and mana spells with Willpower. If the target is also protected by Counterspelling (p. 185), she may add Counterspelling dice to this resistance test. This Opposing dice pool is further modified by any positive cover modifier the target might benefit from (see Defender/Target has Partial Cover or Good Cover, p. 160). If the target of a spell is on the other side of a mana barrier (p. 194), dice equal to the Force of that barrier are added to the target’s resistance test. The caster must generate at least 1 net hit on the Opposed Test for the spell to succeed. A spell cast on a non-living, non-magic target is not resisted, as the object has no life force and thus no connection to mana with which to oppose the casting of the spell (note that only Physical spells will affect non-living objects; mana spells have no effect). Highly processed and artificial items are more difficult to affect than natural, organic objects. Spells cast on non-living objects require a Success Test with a threshold based on the type of object affected (see the Object Resistance Table). Note that objects targeted by Indirect Combat spells get to resist the damage as they would any ranged attack; use their Armor rating x 2 (or just Armor against spells with elemental effects) to resist the damage (Barriers, p. 166). Spells cast on astral objects like mana barriers or active foci are resisted with Force. The hits scored on the Spellcasting Test may not exceed the spell’s Force (see Force, p. 177). Failed spells have no effect. Regardless of whether the spell worked, the magician must resist the Drain. Note that a magician can generally tell if her spell was successful or not by its results. In some cases, however, the gamemaster may determine that the magician has no way to confirm the success of her spellcasting. In this case, the gamemaster can make a secret Spellcasting + Intuition Test for the character against an appropriate threshold to see how well the character can gauge the spell’s success. It is interesting though that the section covering spell effects apparently doesn't really address them. Still, it is the closest thing in the book, & does clearly include the maximum hit allotment based on a spells Force. |
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#49
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
QUOTE (SR4A @ Determine Effect) The Spellcasting + Magic test must generate at least one net hit to succeed and may need more if the effect has a threshold for success. The spellcaster can always choose to use less than the total number of hits rolled in a Spellcasting Test. [...] The hits scored on the Spellcasting Test may not exceed the spell’s Force (see Force, p. 177). How curious. I had no idea the target made a Spellcasting Test when resisting a spell or suffering its effects. Or, as Falconer pointed out above, that the changeling's power is so super awesome that it can actually affect the caster's Drain, too. That aside, let's have a look at one more line and its relation to Arcane Arrester a few more times. QUOTE (Runner's Companion @ Arcane Arrester) The spell's Force is unchanged. QUOTE (SR4A @ Determine Effect) The hits scored on the Spellcasting Test may not exceed the spell’s Force (see Force, p. 177). QUOTE (Runner's Companion @ Arcane Arrester) The spell's Force is unchanged. Yessir. Definitely a quandry. Both logically and as the rules clearly state. |
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#50
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 ![]() |
QUOTE (Runner's Companion @ Arcane Arrester) The spell's Force is unchanged. Oh yes, so Arcane Arrester does absolutely nothing then, amiright? Because the only thing it does is reduce a spell's Force for the character, which it clearly states it does not do. Yessir. Definitely a quandry. Both logically and as the rules clearly state. |
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