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> A thought on cyberware, Sammy vs Mage
Smokeskin
post Aug 6 2010, 11:41 AM
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QUOTE (Dakka Dakka @ Aug 6 2010, 12:22 PM) *
Don't forget that cover and visibility also affects the mage - not only with indirect spells. So generally the mage will throw a lot less dice than the samurai.


No. Visibility affects both samurai and mage (though the samurai might have better vision). Both their targets get to add cover. The mage might take background count, but the samurai has to deal with attacking from cover and range modifiers also, but gets a smartlink. Both benefit from augmentations and foci.

Generally, Willpower tends to be lower than Reaction, especially against augmented opponents.

The real kicker is that while most targets taking incoming fire will go full defense, they have no defense options vs spells unless counterspelling is available.

Overall, the mage typically has an easier time hitting, can hit a lot of targets, and they can't soak, but only 1 attack per IP and counterspelling really screws with them.
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Ascalaphus
post Aug 6 2010, 11:51 AM
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QUOTE (Smokeskin @ Aug 6 2010, 01:41 PM) *
Overall, the mage typically has an easier time hitting, can hit a lot of targets, and they can't soak, but only 1 attack per IP and counterspelling really screws with them.


Now why would a mage restrict himself like that? There are spells, adept powers, drugs, and low-Essence cost bioware options to gain additional IPs.
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Mäx
post Aug 6 2010, 11:59 AM
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QUOTE (Ascalaphus @ Aug 6 2010, 01:51 PM) *
Now why would a mage restrict himself like that? There are spells, adept powers, drugs, and low-Essence cost bioware options to gain additional IPs.

He meant that becouse casting is a comblex action, mages only get to do that once per IP.
But thats not right either as multicasting lets them cast as many spells as they want with that one comblex action(well a mechanical limit is their magic+spellcasting as you need to allocate at least 1 die per spell) and of cource risng drain is an issue.
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Inpu
post Aug 6 2010, 11:59 AM
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That, and the multiple spell option means they can have more than one attack per IP.

Leiden, eh? Right next door.

EDIT: I've been ninja'd.
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Smokeskin
post Aug 6 2010, 12:08 PM
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QUOTE (Mäx @ Aug 6 2010, 01:59 PM) *
But thats not right either as multicasting lets them cast as many spells as they want with that one comblex action(well a mechanical limit is their magic+spellcasting as you need to allocate at least 1 die per spell) and of cource risng drain is an issue.


Multicasting against targets in cover tend to not do much though.
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Smokeskin
post Aug 6 2010, 12:08 PM
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double
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Mäx
post Aug 6 2010, 12:12 PM
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QUOTE (Smokeskin @ Aug 6 2010, 02:08 PM) *
Multicasting against targets in cover tend to not do much though.

Why, i would say that depenps on how many dice you have to cast those spells with, compared to how many they have to dodge them with the cover bonus.
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Ascalaphus
post Aug 6 2010, 12:15 PM
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QUOTE (Inpu @ Aug 6 2010, 01:59 PM) *
Leiden, eh? Right next door.


I dunno? Doesn't say where you're from (IMG:style_emoticons/default/smile.gif)
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Inpu
post Aug 6 2010, 12:19 PM
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In Zeist currently, next to Utrecht. Moved from America.
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Smokeskin
post Aug 6 2010, 12:50 PM
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QUOTE (Mäx @ Aug 6 2010, 02:12 PM) *
Why, i would say that depenps on how many dice you have to cast those spells with, compared to how many they have to dodge them with the cover bonus.


Sure, but against Will 3 + cover 4 = 7, and you need to roll more hits than the target, you need a seriously large dice pool. Even at 16 dice to split, you're not going to have a 50% chance to get a net hit.
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Mäx
post Aug 6 2010, 01:04 PM
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QUOTE (Smokeskin @ Aug 6 2010, 02:50 PM) *
Sure, but against Will 3 + cover 4 = 7, and you need to roll more hits than the target, you need a seriously large dice pool. Even at 16 dice to split, you're not going to have a 50% chance to get a net hit.

My exsorcist mysadd has 12/spell if she casts 2 combatspells (IMG:style_emoticons/default/biggrin.gif)
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Dakka Dakka
post Aug 6 2010, 01:05 PM
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QUOTE (Mäx @ Aug 6 2010, 03:04 PM) *
My exsorcist mysadd has 12/spell if she casts 2 combatspells (IMG:style_emoticons/default/biggrin.gif)
Please elaborate
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Mäx
post Aug 6 2010, 01:07 PM
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QUOTE (Dakka Dakka @ Aug 6 2010, 03:05 PM) *
Please elaborate

Magic 2 + spellcasting 4 = 6/2 = 3 + 2(mentor) + 2(spec) + 5(specasting focus) = 12 dice per spell if casting 2.
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Johnny B. Good
post Aug 6 2010, 02:36 PM
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QUOTE (Mäx @ Aug 6 2010, 02:07 PM) *
Magic 2 + spellcasting 4 = 6/2 = 3 + 2(mentor) + 2(spec) + 5(specasting focus) = 12 dice per spell if casting 2.


Rating 5 combat spellcasting focus? Dear god.
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Mäx
post Aug 6 2010, 02:45 PM
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QUOTE (Johnny B. Good @ Aug 6 2010, 04:36 PM) *
Rating 5 combat spellcasting focus? Dear god.

(IMG:style_emoticons/default/biggrin.gif)
Resricted gear is a nice quality.
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Saint Hallow
post Aug 7 2010, 04:06 PM
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I don't see why more samurais don't take magic resistance quality. Most samurais have a hard time being healed with magic and most spells would have a hard time benefiting them anyway... might as well take magic resistance and add more dice to resist spells. Willpower also shouldn't be ignored.
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Yerameyahu
post Aug 7 2010, 04:15 PM
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Because they're already Fomori Ghouls SURGEd for Astral Hazing. (IMG:style_emoticons/default/biggrin.gif) Hehe, sigh.
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Glyph
post Aug 7 2010, 08:37 PM
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From the FAQ:

QUOTE
How do you split a dice pool, such as using multiple weapons or casting multiple spells?

A dice pool is generally Skill (+ Specialization) + Attribute + anything else that adds directly to the dice pool but is not listed as a dice pool modifier (foci, certain augmentations, etc.). When splitting the pool the player divides these dice however they want, keeping at least one die for each test. Dice pool modifiers (from certain augmentations, darkness, smoke, etc.) are then applied to each test separately.

Which I agree with, personally. The only modifiers that should apply to both tests should be from glare, smoke, stationary target, etc. Why the hell do people think that splitting their dice pools should magically double their specialization dice or make their foci twice as powerful? Although I think the rules should have been worded much more clearly to begin with.



Oh, and this came up on the first page, but I'll address it:

From Runner's companion (emphasis mine):

QUOTE
Non-magical metagenetic qualities that do not have a bioware or cyberware equivalent may be introduced into the game via Transgenic Alteration geneware (p. 92, Augmentation) at the gamemaster's discretion.

So disallowing arcane arrester as geneware is actually RAW, not a house rule.
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Yerameyahu
post Aug 7 2010, 08:47 PM
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What's magical? Some are obvious (Arcane Arrester), but not all. Good catch, though. (IMG:style_emoticons/default/smile.gif)
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Traul
post Aug 7 2010, 09:00 PM
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You emphasized the wrong part, Glyph:
QUOTE
Non-magical metagenetic qualities that do not have a bioware or cyberware equivalent may be introduced into the game via Transgenic Alteration geneware (p. 92, Augmentation) at the gamemaster's discretion.

Sometimes, house ruling is RAW (IMG:style_emoticons/default/cool.gif)
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Glyph
post Aug 7 2010, 10:01 PM
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That part means that even the non-magical qualities might not be allowed by the GM.
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Mäx
post Aug 7 2010, 11:47 PM
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QUOTE (Glyph @ Aug 7 2010, 10:37 PM) *
From the FAQ:

That might have some validity if it didn't directy contradic the actual rulebook.
Thats one of the many part of the faq where somebody is trying to impose their houserules on to everyone else.
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Saint Sithney
post Aug 8 2010, 02:07 AM
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QUOTE (Mäx @ Aug 7 2010, 04:47 PM) *
That might have some validity if it didn't directy contradic the actual rulebook.


According to the actual rulebook, Spirits can not Manifest, Materialize or Inhabit because those are Physical Powers and therefore can not be used from the Astral plane...
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Dakka Dakka
post Aug 8 2010, 09:31 AM
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QUOTE (Saint Sithney @ Aug 8 2010, 04:07 AM) *
According to the actual rulebook, Spirits can not Manifest, Materialize or Inhabit because those are Physical Powers and therefore can not be used from the Astral plane...
Since sometimes the rulebook is in error, there are errata. The aforementioned problem should have been fixed a long time ago. FAQ should not contradict the rules, they should only clarify them. If they do it is irrelevant, since it is not an actual rule. If something is written under the heading of FAQ, it cannot change the rules just as rules marked as optional are not mandatory.
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Irion
post Aug 8 2010, 09:42 AM
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Actually, it does not. It is nowhere stated how you handle vision modifiers or foki, if dealing with multicast.
So it does not contradict the rules.

All you got where two interpretations on the basis of the rules.
Truth is, that one was a lot closer to RAW. But the FAQ made it clear which one is the one to take.
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