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> Summoning spirits : as fast and easy as that ?
Mäx
post Sep 8 2010, 08:00 AM
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QUOTE (Neurosis @ Sep 8 2010, 09:32 AM) *
Isn't that literally impossible? Scatter is 1d6 Meters -2 Per Net Hit. Critical Success = 4 Net Hits. 1d6 - 8 = always 0. Hence, no scatter. Hence, grenade goes where you want on a net hit?

its 1d6m -1 per net hit, so a critical succes leaves a possibility for it to come 2m back toward you and if you where trowing it inside a room from the door, that might very well in your ass.
Even worse for aerodynamic grenades that are 2d6m -2 per net hit, those have a potential for 4m scatter on a critical success.
To say noting about grenade launcher 3d6 -2 per net hit.
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Machiavelli
post Sep 8 2010, 11:26 AM
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QUOTE (Neraph @ Sep 7 2010, 06:43 PM) *
That's why you take the -2 to all actions and have a chance to drop unconscious - the electricity damage is a seperate matter. I wonder, would a Spirit struck by lightning in your game just laugh about it also?

If it's such an issue, simply make spirits immune to the -2 and the Test or Drop.
SnS ammo is, if i am informed correctly, nothing else than a battery with a needle on top. Correct me if i am wrong. So it (of course) delivers electrical damage, but is it comparable with a lightning bolt? The charge is only sufficient to zapp a nervous system if you bypass the skin. For me that means that the charge is SO LOW, that it wouldn´t even harm unarmored people if there wasn´t the needle. Besides the fact that spirits have hardened armor, they lack the nervous system and the charge of a battery doesn´t qualify for an "elemental attack", just because the RAW tells you to check them to explain the side effects. This is why i would say: common sense makes many things much easier. You have to agree, that if we accept this argumentation, we would HAVE to accept that spirits can be deafened by noise without ears or disrupted by venomous attacks. Does it work by RAW? Yes. Does it make sense? No.
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Mäx
post Sep 8 2010, 11:58 AM
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QUOTE (Machiavelli @ Sep 8 2010, 01:26 PM) *
SnS ammo is, if i am informed correctly, nothing else than a battery with a needle on top. Correct me if i am wrong. So it (of course) delivers electrical damage, but is it comparable with a lightning bolt?

Nope, thats why it's stun damage instead of physical.
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Tanegar
post Sep 8 2010, 03:45 PM
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QUOTE (Rand @ Sep 7 2010, 02:55 PM) *
I didn't read all the other posts so....

In my game, I have it take 1 minute per force point to summon a spirit. I don't like the speed of it either, and much prefer it to be something they have to pre-plan, at least to a degree. If the samuraii or anyone else has to pre-plan on certain gear ans such, then the mages should a similar limitation. IMO.

The samurai doesn't have to resist Drain every time he draws a weapon.
QUOTE (Rand @ Sep 7 2010, 03:05 PM) *
As for when a spirit will use Edge or not to resist summoning, I thought of something I might implement: Whenever a mage/shaman tries to summon a spirit with a higher force than the summoners Charisma, it will use Edge to resist. It give some more importance to Charisma, and aren't possession-based traditions linked to Charisma anyway? If so, it sort of makes sense then. (To me.)

A) Whether magicians of a given tradition summon materializing or possessing spirits has nothing to do with their drain stat. Between SR4A, Street Magic, and Digital Grimoire, there are eight Charisma-linked materialization traditions, and five non-Charisma-linked possession traditions.

B)This constitutes an indirect nerf on magicians belonging to non-Charisma-linked traditions, by increasing their already high multiple-attribute dependency: all magicians need Willpower, a second Drain stat, and of course Magic. By effectively requiring conjurers of non-Charisma-linked traditions to also have high Charisma, you're placing an undue burden on those characters which is not shared by magicians of Charisma-linked traditions.
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Yerameyahu
post Sep 8 2010, 03:50 PM
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Well, they *do* need Charisma to increase the number of spirits they can have at once, anyway, right? (IMG:style_emoticons/default/smile.gif)
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Tanegar
post Sep 8 2010, 03:55 PM
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QUOTE (Yerameyahu @ Sep 8 2010, 10:50 AM) *
Well, they *do* need Charisma to increase the number of spirits they can have at once, anyway, right? (IMG:style_emoticons/default/smile.gif)

Depends on whether you want or need an army of spirits at your beck and call (which raises its own set of problems anyway).
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Neraph
post Sep 8 2010, 03:57 PM
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QUOTE (Machiavelli @ Sep 8 2010, 06:26 AM) *
Does it work by RAW? Yes.

That's the important part. For whatever reason, the way the game is designed to be played allows this. If you want to change anything without honestly knowing why those particular rules are there you run the risk of unintentionally damaging game balance.

QUOTE (Mäx Posted Today, 06:58 AM )
Nope, thats why it's stun damage instead of physical.

Hrmm... Electrical elemental damage is listed as Stun in the BBB, and the added element rule in Street Magic is also listed as being stun. Lightningbolt and Ball Lightning are specifically created not following the rules that they've laid out, and with no reason. If you get Elemental Aura (Electricity) or Elemental Wall (Electricity) those will be Stun, not Physical.

It should be noted that the base property of a taser is the same base property of a lightning bolt or a wall socket or a car battery or a defibrilator (spelling?). It's all simply an application of electrons in varying quantities, similar to a candle, a fire in a fireplace, a bonfire, a grassfire, and a housefire. Same thing, different quantities. Saying a lightning bolt (not the spell) would affect a spirit but not a taser is like saying that a housefire will affect a person but not a shirt being on fire, because a shirt being on fire is obviously a lesser amount of fire.

It should also be noted that Stick-n-Shock rounds specifically mention that they're adhesive, not pronged. They do not require penetration into the skin to function, just being stuck to an object.
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Mäx
post Sep 8 2010, 04:09 PM
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QUOTE (Neraph @ Sep 8 2010, 06:57 PM) *
Hrmm... Electrical elemental damage is listed as Stun in the BBB, and the added element rule in Street Magic is also listed as being stun. Lightningbolt and Ball Lightning are specifically created not following the rules that they've laid out, and with no reason. If you get Elemental Aura (Electricity) or Elemental Wall (Electricity) those will be Stun, not Physical.

Okey thats just fraking stupid(the book, not you), being hit by a lightning causes stun damage, but being hit with a firehose causes physical damage.

Now this raises intresting questions, like does elemental strike electrisity turn adepts physical damage dealing attack into on that deals only stun damage?
How about elemental aura spell that has both fire and electrical effect, does it do stun or physical damage?
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Neraph
post Sep 8 2010, 04:15 PM
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QUOTE (Mäx @ Sep 8 2010, 11:09 AM) *
Now this raises intresting questions, like does elemental strike electrisity turn adepts physical damage dealing attack into on that deals only stun damage?
How about elemental aura spell that has both fire and electrical effect, does it do stun or physical damage?

1) Yes. But the Lightning spells from BBB are still physical. By the rules in Street Magic they should have an extra +2 Drain Value on each.

2) These things have come up frequently at my table. The best way to do it is kinda like Availability - stack all the damages and elemental effects but take the highest damage code (stun or physical). Also, don't let Killing Hands overwrite Elemental Strike. Trust me. You don't want an adept using a physical damage version of Sonic Elemental Strike.
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Mäx
post Sep 8 2010, 04:56 PM
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QUOTE (Neraph @ Sep 8 2010, 07:15 PM) *
1) Yes. But the Lightning spells from BBB are still physical. By the rules in Street Magic they should have an extra +2 Drain Value on each.

2) These things have come up frequently at my table. The best way to do it is kinda like Availability - stack all the damages and elemental effects but take the highest damage code (stun or physical). Also, don't let Killing Hands overwrite Elemental Strike. Trust me. You don't want an adept using a physical damage version of Sonic Elemental Strike.

It makes no sense that adding an electricity around my fists stops them from making physical damage.
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Yerameyahu
post Sep 8 2010, 04:58 PM
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Or does it simply make too much sense? (IMG:style_emoticons/default/smile.gif)

Obviously there are some interactions between different rules that were either not balanced or not considered. The GM should simply rule on the side of less munchkinry and move on. (IMG:style_emoticons/default/smile.gif)
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Mäx
post Sep 8 2010, 05:08 PM
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QUOTE (Yerameyahu @ Sep 8 2010, 07:58 PM) *
Or does it simply make too much sense? (IMG:style_emoticons/default/smile.gif)

Obviously there are some interactions between different rules that were either not balanced or not considered. The GM should simply rule on the side of less munchkinry and move on. (IMG:style_emoticons/default/smile.gif)

Considering that changing my elemental strike power into fire or acid or cold or water keeps my damage as physical, i don't really see the balance issue of allowing the electrisity to do the same.
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Yerameyahu
post Sep 8 2010, 05:10 PM
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Um. The balance issue would be the discrepancy, Max. (IMG:style_emoticons/default/smile.gif) 'Balance issue' doesn't *just* mean 'nerfing your choice'. (IMG:style_emoticons/default/biggrin.gif)
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Neraph
post Sep 8 2010, 05:56 PM
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QUOTE (Mäx @ Sep 8 2010, 10:56 AM) *
It makes no sense that adding an electricity around my fists stops them from making physical damage.

Well, electricity damage listed in Street Magic says it is stun. That's why it makes sense - because the rules explicitly tell you that's what it does. Otherwise, why would stun batons and SnS rounds deal stun?

EDIT: Lightningbolt and Ball Lightning are the only electricity effects in the game that deal physical instead of stun damage - and without even a reason why. Even the other magic electricity damage effects are stun.
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Mäx
post Sep 8 2010, 09:10 PM
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QUOTE (Neraph @ Sep 8 2010, 08:56 PM) *
Well, electricity damage listed in Street Magic says it is stun. That's why it makes sense - because the rules explicitly tell you that's what it does. Otherwise, why would stun batons and SnS rounds deal stun?

But im still hitting them with my fist that do physical damage, addiding electricity in the mix shouldn't make the punch hit weaker then with out the electrisity.
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tagz
post Sep 8 2010, 09:47 PM
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Yeah, I noticed the goofiness of electric damage always being stun as well, and it treats all kinds of electricity the same with the exception of spells.

The rules on electricity in SR4A also state though that the GM can modify the resistance test with electricity damage based on other factors such as lack of grounding and extra conductivity. I don't see why that can't change the type of damage the character resists from stun to physical if warranted, such as with high amperage rather then just high voltage.

Conversely, if you wanted to make an electrical source deadly you could just ensure the damage is enough that it has a high potential to overflow into physical from stun. Like grabbing both sides of a high voltage transformer could deal 30S(e).
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Saint Sithney
post Sep 8 2010, 10:20 PM
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QUOTE (Neraph @ Sep 8 2010, 08:15 AM) *
Also, don't let Killing Hands overwrite Elemental Strike. Trust me. You don't want an adept using a physical damage version of Sonic Elemental Strike.



Hit 'em with that brown noise and make 'em poop their insides out!
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Tymeaus Jalynsfe...
post Sep 9 2010, 12:52 AM
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QUOTE (Mäx @ Sep 8 2010, 03:10 PM) *
But im still hitting them with my fist that do physical damage, addiding electricity in the mix shouldn't make the punch hit weaker then with out the electrisity.


It is the same reason that you cannot hit an opponent with a Shock Glove and Bone Lacing effects simultaneously... You must choose the Electricity damage (with ITS own effects) or the Physical Damage from the Punch (With ITS own Effects)... stacking them would be abusive...
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Neurosis
post Sep 9 2010, 01:51 AM
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QUOTE (Mäx @ Sep 8 2010, 03:00 AM) *
its 1d6m -1 per net hit, so a critical succes leaves a possibility for it to come 2m back toward you and if you where trowing it inside a room from the door, that might very well in your ass.
Even worse for aerodynamic grenades that are 2d6m -2 per net hit, those have a potential for 4m scatter on a critical success.
To say noting about grenade launcher 3d6 -2 per net hit.



I could have SWORN that for standard grenades it was 1d6 - 2 per net hit.

Edit: Probably because it is! p. 145 SR4, "Scatter Table" sidebar...

QUOTE
Standard Grenade 1d6 Meters - 2 per net hit
Aerodynamic Grenade 2d6 meters - 4 per net hit
Grenade Launcher 3d6 Meters - 4 per net hit
Rocket 2d6 Meters - 1 per net hit

etc. (Rockets REALLY suck.)

Dumb Question: What is "BBB"?
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Yerameyahu
post Sep 9 2010, 01:57 AM
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There is no reason you should be throwing a grenade to *land* 2m from you, crazy. (IMG:style_emoticons/default/smile.gif) If you're complaining about that, no one can help you. Otherwise, yes, the scatter rules are sticky in some places. Just use airburst only.
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Dumori
post Sep 9 2010, 02:32 AM
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QUOTE (Yerameyahu @ Sep 9 2010, 02:57 AM) *
There is no reason you should be throwing a grenade to *land* 2m from you, crazy. (IMG:style_emoticons/default/smile.gif) If you're complaining about that, no one can help you. Otherwise, yes, the scatter rules are sticky in some places. Just use airburst only.

Airburst everything and house rule rockets from uselessness.
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Neraph
post Sep 9 2010, 04:07 AM
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QUOTE (Neurosis @ Sep 8 2010, 08:51 PM) *
I could have SWORN that for standard grenades it was 1d6 - 2 per net hit.

Edit: Probably because it is! p. 145 SR4, "Scatter Table" sidebar...


etc. (Rockets REALLY suck.)

Dumb Question: What is "BBB"?

SR4A changed scatter rules.

BBB is Big Black Book, another term for the core rulebook (it's big, it's black, and it's a book). The term originated with the 3rd edition IIRC, because it's bigger and blacker than the 4th ed one.
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Mäx
post Sep 9 2010, 05:49 AM
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QUOTE (Tymeaus Jalynsfein @ Sep 9 2010, 02:52 AM) *
It is the same reason that you cannot hit an opponent with a Shock Glove and Bone Lacing effects simultaneously... You must choose the Electricity damage (with ITS own effects) or the Physical Damage from the Punch (With ITS own Effects)... stacking them would be abusive...

Elemental strike power doesn't have any kind of damage code of it own so there's no stacking of different "effects"
Also Shock gloves/hand and touch spells are pretty much the only thinks in the game that disallows the damage stacking.

QUOTE (Yerameyahu @ Sep 9 2010, 03:57 AM) *
There is no reason you should be throwing a grenade to *land* 2m from you, crazy. (IMG:style_emoticons/default/smile.gif) If you're complaining about that, no one can help you.

If you throwing in grenades to clear a room, its very likely that you dont have more then 2m distance to the point your throwing.
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Tymeaus Jalynsfe...
post Sep 9 2010, 02:41 PM
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QUOTE (Mäx @ Sep 8 2010, 10:49 PM) *
Elemental strike power doesn't have any kind of damage code of it own so there's no stacking of different "effects"
Also Shock gloves/hand and touch spells are pretty much the only thinks in the game that disallows the damage stacking.


However, Elemental Damage uses the Damage code of the Element that you are using, so if you choose Smoke, Electricity, Sound (The rest are Physical Damage) it is gong to be Stun Damage, regardless of whether you have Killing Hands activated (Which is a prerequisite of having the Elemental Strike anyways) or not...
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Yerameyahu
post Sep 9 2010, 03:35 PM
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Nope. I'll grant that perhaps you were exaggerating, but there's simply no reason to throw a *grenade* 2m. Survival instinct error. (IMG:style_emoticons/default/biggrin.gif)
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