IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> Sustaining Spell Modifier, +2 to just magic or to everything?
How do you apply the sustained spell modifier?
You cannot see the results of the poll until you have voted. Please login and cast your vote to see the results of this poll.
Total Votes: 85
Guests cannot vote 
Dashifen
post Aug 22 2003, 01:22 PM
Post #1


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



I was just wondering. I'm in a bind as to the meaning of the rules and I wanted to see how the poll functionality worked of the new board :silly:. What confuses me is that the text says something like you apply a +2 to all tests but then follows up by saying that this includes drain resistance tests. The quandary: why say all tests and then specify a magical test. Makes me wonder if they felt the specificity of the magical test implied that the +2 was only applied to magical tests and they wanted to be sure that you applied it to the drain resistance test as well.

Thoughts? And I'm ignoring the focused concentration edge for the moment; it only changes the modification value anyway, not the semantics of the rules.

-- Dashifen --
Go to the top of the page
 
+Quote Post
Erchael
post Aug 22 2003, 01:33 PM
Post #2


Target
*

Group: Members
Posts: 17
Joined: 7-May 03
Member No.: 4,547



Disclaimer : it's only my (uninformed) opinion...

I'm thinking this sentence may be related to the description of drain resistance as similar to resisting damage : as the body rolls aren't affected by modifiers, players could point out the similarity to willpower to avoid penalties when sustaining. So that would be (one of ?) the issue addressed by this rule specification.

edit : some spelling :wobble:
Go to the top of the page
 
+Quote Post
DigitalMage
post Aug 22 2003, 01:36 PM
Post #3


Moving Target
**

Group: Members
Posts: 214
Joined: 26-February 02
From: UK
Member No.: 340



The +2 TN is applied to all tests.

They specifically mention drain resistance because on page 183 of SR3:
QUOTE
SR3 p183, Drain Resistance Test
The target number is the Force of the spell, divided by 2 (rounded down) plus any Drain Modifier to the spell's Drain Code.  No target modifiers apply to this test except where specifically noted.

I.e. if it were not specifically mentioned the assumption is that a TN modifier does not apply to Drain Resistance.
Go to the top of the page
 
+Quote Post
Dashifen
post Aug 22 2003, 01:41 PM
Post #4


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



QUOTE (DigitalMage)
The +2 TN is applied to all tests.

They specifically mention drain resistance because on page 183 of SR3:
QUOTE
SR3 p183, Drain Resistance Test
The target number is the Force of the spell, divided by 2 (rounded down) plus any Drain Modifier to the spell's Drain Code.  No target modifiers apply to this test except where specifically noted.

I.e. if it were not specifically mentioned the assumption is that a TN modifier does not apply to Drain Resistance.

Well done! I love you guys -- every time I'm confused on something I post and within 10 minutes someone has the quote I need.

:love: Dashifen :love:
Go to the top of the page
 
+Quote Post
DigitalMage
post Aug 22 2003, 01:50 PM
Post #5


Moving Target
**

Group: Members
Posts: 214
Joined: 26-February 02
From: UK
Member No.: 340



You're welcome!
Go to the top of the page
 
+Quote Post
Velocity
post Aug 23 2003, 03:05 AM
Post #6


Moving Target
**

Group: Members
Posts: 745
Joined: 26-July 03
From: Montréal, QC, Canada
Member No.: 5,029



Just as an aside, we recently instituted a house rule in my campaign to tone down the crippling effects of these modifiers; +2 to all target numbers per spell just seemed excessive to us.

Per our house rules, the first spell maintained adds +1 to all target numbers. The second spell adds an additional +2, for a total of +3. The third spell adds an additional +3, for a total of +6. The fourth spell adds an additional +4, for a total of +10, and so on.

This way, it becomes easier to sustain one or two spells but harder to sustain four or more spells. This encourages the mage to hold up an Armor spell or an Invisibility or something and not be crippled. Simultaneously, it hinders mages who just want to sit on the rigger's lap and buff the group to kingdom come. :)
Go to the top of the page
 
+Quote Post
snowRaven
post Aug 23 2003, 10:18 AM
Post #7


Shooting Target
****

Group: Members
Posts: 1,665
Joined: 26-April 03
From: Sweden
Member No.: 4,516



Interesting idea, Velocity - but how do you treat the Focused Concentration edge with such a system?
Go to the top of the page
 
+Quote Post
schnee
post Aug 23 2003, 07:43 PM
Post #8


Target
*

Group: Members
Posts: 17
Joined: 11-March 03
Member No.: 4,237



I'd say -1 to the TN for each spell after the first, so first is -1, second is -2, third is -4, fourth is -7, etc.

It's a neat idea, and fits with the 'progressive cost delta' mechanic of Karma.
Go to the top of the page
 
+Quote Post
Fortune
post Aug 23 2003, 08:41 PM
Post #9


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

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



QUOTE (schnee)
I'd say -1 to the TN for each spell after the first, so first is -1, second is -2, third is -4, fourth is -7, etc.

It's a neat idea, and fits with the 'progressive cost delta' mechanic of Karma.

I agree with it being an interesting idea, but I think Focused Concentration should be of some benefit even when only sustaining one spell.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Aug 24 2003, 01:34 AM
Post #10


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



Applying both the incremental sustaining penalty and the incrementing focused concentration bonus we seem to get this effect:
First: 0 Second: 1 Third: 2 Fourth: 3
A different progressive growth, and it does help on that first sustained spell. The edge would give you a free sustained spell in that you don't get a TN penalty until the second.
Go to the top of the page
 
+Quote Post
Fortune
post Aug 24 2003, 02:15 AM
Post #11


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

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



I don't mind that, but I would think some people would consider it too much to get a free sustained spell.
Go to the top of the page
 
+Quote Post
Velocity
post Aug 24 2003, 02:18 AM
Post #12


Moving Target
**

Group: Members
Posts: 745
Joined: 26-July 03
From: Montréal, QC, Canada
Member No.: 5,029



QUOTE
schnee wrote:
It's a neat idea, and fits with the 'progressive cost delta' mechanic of Karma.

Thanks, that was precisely our thinking. :)

QUOTE
snowRaven wrote
Interesting idea, Velocity - but how do you treat the Focused Concentration edge with such a system?

Funny you should ask; the shaman in my game has this Edge so we were forced to address the issue immediately. :) We simply decided to start the penalties one "stage" later. To wit:

1st spell maintained: +0
2nd spell maintained: +1
3rd spell maintained: +3
4th spell maintained: +6
etc.

In essence, a character with the edge gets to sustain one spell gratis and even at four spells sustained, the penalty is lower than under the original (i.e. canonical) system.

QUOTE
Fortune wrote
I don't mind that, but I would think some people would consider it too much to get a free sustained spell.

We debated this for a bit, but eventually decided that given the heavy cost of anchoring, the ubiquitousness of cybered reflexes and the soft and squooshy nature of the average spellslinger, it was reasonable. Essentially, it means that for the rare mage with this Edge, combat becomes slightly less terrifying as they can safely maintain an Armor or Increase Reflexes spell.

After all, every Edge must be vetted by the GM anyway, so if the mage is already shaping up to be a combat god, simply disallow the Edge.
Go to the top of the page
 
+Quote Post
Fortune
post Aug 24 2003, 02:29 AM
Post #13


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

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



QUOTE (Velocity)
In essence, a character with the edge gets to sustain one spell gratis and even at four spells sustained, the penalty is lower than under the original (i.e. canonical) system.

Actually, in canon, a mage with Focused Concentration sustaining 4 spells would only have a +4 to his Target Numbers.
Go to the top of the page
 
+Quote Post
Velocity
post Aug 24 2003, 02:42 AM
Post #14


Moving Target
**

Group: Members
Posts: 745
Joined: 26-July 03
From: Montréal, QC, Canada
Member No.: 5,029



QUOTE
Fortune wrote
Actually, in canon, a mage with Focused Concentration sustaining 4 spells would only have a +4 to his Target Numbers.

I was referring to the original rule (+2 to all TNs per spell); apologies for the confusion.
Go to the top of the page
 
+Quote Post
Icepick
post Aug 24 2003, 05:50 PM
Post #15


Moving Target
**

Group: Members
Posts: 215
Joined: 26-February 02
From: In My Head
Member No.: 2,122



Personally, I'd say it goes from house to house for each rule.

I know in my game, which I run every once in a blue moon, it goes something like this. +2 to all magical tests and other tests requiring concentration, such as electronics work, demolitions work... etc, as long as you are focused in either the real world or the astral plane, but you drop them going into the matrix or hopping into a vehicle rig.

For soak tests, you don't have to add the +2 but you do have to make a willpower roll for EACH spell, with a modifier equal to the +2 to for each spell sustained, beyond the first.(I'm kind of generous like that), and you also have to add in damage modifiers for it, at one level lower. The math.

The math is quite simple. Add in normal wound modifiers after getting the TN.

Light Wound:4+[(n-1)*2]
Moderate Wound:5+[(n-1)*2]
Serious Wound:6+[(n-1)*2)]
Deadly Wound:Loss of Consiousness results in all spells being dropped.

n=number of spells sustained
Go to the top of the page
 
+Quote Post
Laughlyn
post Aug 28 2003, 09:07 PM
Post #16


Target
*

Group: Members
Posts: 92
Joined: 26-February 02
From: COS
Member No.: 548



+2TN for all rolls (short of BOD rolls for damage). To include drain resistance tests, perception, etc.
Go to the top of the page
 
+Quote Post
Adarael
post Sep 1 2003, 11:32 PM
Post #17


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



Both groups I play Shadowrun with (one that I run, and one that a friend runs) generally both use a +2 tn for all rolls save those that are usually not modified by wound penalties or concentration modifiers - such as body tests to resist damage, initiative rolls, etc.

This is because in all the games of Shadowrun I've played, I've played the mage/shaman in all of them but one, and I've found that with a little work, a mage can pretty much beat the snot out of most any non-magical individual around. This is based purely on the fact that non-magical people generally just don't have many dice to resist spells, and single-target combat spells (especially manabolt and stunbolt) have very low drain TNs compared to say, physical manips or powerballs.

Supposing a mage is holding one or two spells, even that TN increase of two to four won't slow down a mage who knows what he's doing with a stunbolt - setting the damage code at 6D with a measly one or two successes is generally enough to knock out damn near anyone, unless the target is willing to start blowing out all his karma on that one attack. Whereupon the mage can just do it again next pass, or at worst, next round. Things get even nastier if said mage has a power focus, a combat spell focus, or Centering.

Mages and shamans don't need anything to make them more combat effective, especially if they're smart and start chucking spells around corners with mirrors, because they're not using any combat pool for attacking with spells.
Go to the top of the page
 
+Quote Post
kenny26
post Sep 2 2003, 08:11 AM
Post #18


Target
*

Group: Members
Posts: 46
Joined: 28-August 03
From: Denmark
Member No.: 5,549



+2 TN to all test...? :eek:
i didn't know the book said all test. since it was written down in the magic chapter of the book, i asumed that the +2 TN only covered magical test... (which i'd say is more than enough of a handicap).

adding the +2 TN to all other test, would make it virtually impossible for the mage to do... well anything!

well, if the books say otherwise, then i'll just keep it the way i've always done and call it a house rule. :)
Go to the top of the page
 
+Quote Post
RedmondLarry
post Sep 2 2003, 08:39 AM
Post #19


Senior GM
***

Group: Dumpshocked
Posts: 1,406
Joined: 12-April 03
From: Redmond, WA
Member No.: 4,442



QUOTE (Adarael)
Supposing a mage is holding one or two spells, even that TN increase of two to four won't slow down a mage who knows what he's doing with a stunbolt - setting the damage code at 6D with a measly one or two successes is generally enough to knock out damn near anyone.

Adarael in the groups I play in, even a magician who knows what he is doing with Stunbolt will have trouble being effective with the spell while sustaining two others. We play as follows:

A mage casting a force 6 Stunbolt at deadly, while sustaining two spells, needs to resist 6D drain, due to the penalties on drain from sustaining the spells (SR3 p. 178 under "Sustained"). He'll need eight 6's on Willpower (+Spell Pool) to take no drain damage.

The target of his spell, hit with a measly one or two successes, only needs one or two 6's on her Willpower roll to take nothing. (If the target of a Combat Spell generates on the Spell Resistance Test the same number or more successes as the Caster achieved on his Sorcery Test, the spell does not affect the target. See SR3 p. 183 under Spell Effect)

Go to the top of the page
 
+Quote Post
Adarael
post Sep 2 2003, 09:11 AM
Post #20


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



True and untrue at the same time. My previous example was supposing the mage was striking at a non-magical individual with said stunbolt, neh?

Typical starting mage: Sorcery 6, Spell Pool 6. Supposing he takes 4 dice from his spell pool to chuck them at said starting street sam with willpower 4-5 (average, in my experience), he'll be aiming for a target number of 6-7 if he has one spell sustained. Granted, two spells would be a bit much if he didn't have centerig, now that I think about it.

Allow me to round up for these success rates, for both the mage and the target, just to be charitable to both of them:

This would give him an average success rate of about 2 successes per shot, one additional success if one karma was burned, yeh? Supposing that mage was also like many starting mages I've seen (or saw, back in the days of 2nd edition, wherein money was tied to force points) and cranked up a level 3 combat spell focus (or a level 3 power focus, doesn't really matter here), he'd average 2 successes, 4 if one karma was spent.

By that token, said target has between 4-5 dice to cancel the magician's successes, which would average 1 success, 2 if one karma was rolled, regardless if it was willpower 4 or 5; the exact likelihood is the difference between .65 and .85 about. This means that the mage will generally cack off his target in one shot, even if one spell is being sustained.

Now, his drain target number will be 4, and supposing the mage has 6 willpower (again, standard as I've seen) and uses his remaining 2 spell pool dice to resist that 4D drain, he'll average 4 successes, 6 with one point of Karma (which assuming he's a starting mage, he won't have, but hey... By 2 karma pool you can't have initiated anyway...)

Result? Mage geeks opposition in one shot while sustaining a spell, gets off with moderate to light drain - which in most cases isn't the best result, but if you're chucking stunbolts at D, something bad just happened. Things only get more wacky once the mage gets centering, and can reduce TN penalties from sustained spells AND that drain he just took.

Net result? Let the mages suck their TN penalties for all actions. It keeps 'em from getting a weapon skill out the yang, sustaining Increased Reflexes on himself and 2 buddies, that smartlink-analagous spell on himself, and armor on his two buddies, and then having a TN of 2 to pop people with his rifle. Granted, that scenario may seem a bit extreme, but since all of those spells TECHNICALLY only need one success, if that mage has centering, wacky stuff will likely happen. And I've seen players try similar stunts.
Go to the top of the page
 
+Quote Post
Fortune
post Sep 2 2003, 08:53 PM
Post #21


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

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



QUOTE (Adarael)
Both groups I play Shadowrun with (one that I run, and one that a friend runs) generally both use a +2 tn for all rolls save those that are usually not modified by wound penalties or concentration modifiers - such as body tests to resist damage, initiative rolls, etc.

Correct me if I'm wrong, but as far as I know wound modifiers do affect Initiative rolls.
Go to the top of the page
 
+Quote Post
Adarael
post Sep 2 2003, 09:13 PM
Post #22


Deus Absconditus
******

Group: Dumpshocked
Posts: 2,742
Joined: 1-September 03
From: Downtown Seattle, UCAS
Member No.: 5,566



Yeah, they do. My phrasing was kinda wacky.
Sorry about that. The second part of that about iniative modifiers was tied to the 'concentration' part of the previous pair.
Go to the top of the page
 
+Quote Post
Fortune
post Sep 2 2003, 10:40 PM
Post #23


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

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



Ah, no problem. :)
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 16th October 2025 - 01:08 PM

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.