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> Martial Arts Spellcaster?
iategod
post Jul 15 2010, 02:35 AM
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QUOTE (Nifft @ Jul 15 2010, 02:24 AM) *
Basically, for all-or-nothing spells, you have to make each individual very unlikely to pass in order to have confidence that NOBODY will. Invisibility is an all-or-nothing -- unlike Mob Mind where you can just have your enslaved minions shoot the few with free will first.


There's been errata for 4e/20a?


So what is the recommendation for invisibility? 6 hits?
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Nifft
post Jul 15 2010, 02:37 AM
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QUOTE (iategod @ Jul 14 2010, 10:35 PM) *
So what is the recommendation for invisibility? 6 hits?

My recommendation would be 4 hits, if you're not expecting to face anyone with Counterspelling, and 6 hits if you do expect to be counterspelled.
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Mäx
post Jul 15 2010, 05:43 AM
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QUOTE (Nifft @ Jul 15 2010, 05:24 AM) *
There's been errata for 4e/20a?

no, the 20a is the latest errata.
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Shinobi Killfist
post Jul 15 2010, 03:48 PM
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QUOTE (Nifft @ Jul 14 2010, 10:24 PM) *
Depends. If you're being looked at by one guard with a 4 Willpower, he's got a 30% chance of noticing you. If you're being looked at by three guards each with 4 Willpower, there's a 66% chance at least one notices you.

Basically, for all-or-nothing spells, you have to make each individual very unlikely to pass in order to have confidence that NOBODY will. Invisibility is an all-or-nothing -- unlike Mob Mind where you can just have your enslaved minions shoot the few with free will first.


This has always been an issue for me for virtually every game system with perception checks. When sneak past a group you have to do absurdly good, just due to dice mechanics since with enough people rolling someone will succeed and spot you. SR's current mechanic is better than some since you can get hits to the point group of mooks can't spot you fairly easily, and the way hits work you can get it to the point it is highly improbable even easier. The more recent versions of D&D though since they rely upon a swingy d20 roll you can be bob the master of stealth and still get spotted by random security patrol because they just roll 10 times. In earlier days of D&D it was not an opposed test, you hit your % to hide and move silently and they did not see you.
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Badmoodguy88
post Jul 15 2010, 05:29 PM
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What about sustaining multiple elemental auras that are not blatantly contradictory. Like fire and ice, but you could do something like sound and lightning, or blast and fire. Then when you just touch and opponent for casting a touch spell it should do the elemental damage as a bonus.

It still would probably be worth it to be a mystic adept for reflex boost.

Also why is there no mana aura spell? Like elemental aura but does mana damage. I could see the spell being abused but it seems like it should still be able to exist withing rules.
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Shinobi Killfist
post Jul 15 2010, 07:34 PM
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QUOTE (sn0mm1s @ Jul 14 2010, 01:31 AM) *
The dicepool for unarmed attacks is going to be at least 13 if you are an ork or human. Also, if one wanted to be more of a tank you can cheese the encumbrance rules with Heightened Concentration and wear 12 armor above your max (normally giving a -6 penalty which can now be ignored). Combat Sense is a great power but generally not worth the points at character creation.


Actually for unarmed combat 13 dice is a small pool. It is the one area where the opposition gets a skill+stat pool on defense without needing to go on full defense.

Sure you will usually hit, and yes you will usually avoid some of the penalties like cover , but you can frequently bump into opposition dice pools in the 10ish range which gives them a decent chance to block the punch. And unlike guns since this is a complex action you don't get a second shot in a pass to get a hit.

Damn now I am thinking about a variant spell for element aura but applying it to thrown weapons and bows.
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Nifft
post Jul 15 2010, 08:23 PM
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QUOTE (Shinobi Killfist @ Jul 15 2010, 11:48 AM) *
This has always been an issue for me for virtually every game system with perception checks. When sneak past a group you have to do absurdly good, just due to dice mechanics since with enough people rolling someone will succeed and spot you. SR's current mechanic is better than some since you can get hits to the point group of mooks can't spot you fairly easily, and the way hits work you can get it to the point it is highly improbable even easier. The more recent versions of D&D though since they rely upon a swingy d20 roll you can be bob the master of stealth and still get spotted by random security patrol because they just roll 10 times. In earlier days of D&D it was not an opposed test, you hit your % to hide and move silently and they did not see you.
Yep. But the flip side is that you want guards to not be entirely useless, or most installations become cakewalks. Same goes for combat: if it's impossible for a mook to hit, mooks cease to be a threat at all, and then you're playing a Supers game. (Which is fine, too. But it's not my idea of Shadowrun.)

In this regard, though, the mage has a huge advantage over the mundane infiltrator. The mage only rolls for his stealth once, and that means he can use Edge to buy more dice for his roll, pushing it up to levels that it's unreasonable for any mundane guard or sensor to hit. As usual, the countermeasure for magic is magic (and grenades).
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Badmoodguy88
post Jul 15 2010, 09:27 PM
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I think you can cast elimental aura on a sword or an arrow but the problem becomes how do you hold it or shoot it. You could get some gloves with good isulation and I think some adept power helps with it too.

What I think is a better solution is to be a posession mystic adept with points in quick draw and throw. Then you summon a possesion spirit to inhabit your funky 10 pound metal javalins. While in the javalin it makes the javalin immune to normal weapons and and I am sure you could make an armored javalin. I was thinking something like an arodinamic bar of rebar with a tip. The siprit slams into the enemy with the force of a cannon. Like a bolt of lightning. It gets past resistance to normal weapons, cuts the armor rating in half, and keeps zaping away at the enemy until they die or pass out then it travels through astral to jump into another javalin. Or maybe it could use a spirit power or spell to return its self or the mage could. Because it would be all one combat I think it would all be one service. You would just tell the combat spirit that this is the battel plan.

What would be cooler than Zues raining down bolts of lighting?
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Mäx
post Jul 16 2010, 06:09 AM
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QUOTE (Badmoodguy88 @ Jul 16 2010, 12:27 AM) *
What I think is a better solution is to be a posession mystic adept with points in quick draw and throw. Then you summon a possesion spirit to inhabit your funky 10 pound metal javalins. While in the javalin it makes the javalin immune to normal weapons and and I am sure you could make an armored javalin. I was thinking something like an arodinamic bar of rebar with a tip. The siprit slams into the enemy with the force of a cannon. Like a bolt of lightning. It gets past resistance to normal weapons, cuts the armor rating in half, and keeps zaping away at the enemy until they die or pass out then it travels through astral to jump into another javalin. Or maybe it could use a spirit power or spell to return its self or the mage could. Because it would be all one combat I think it would all be one service. You would just tell the combat spirit that this is the battel plan.

Thats in no shape or form a single service.
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