Shadowrun 3ed rules help! |
Shadowrun 3ed rules help! |
Aug 13 2012, 06:28 PM
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#1
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
Hello everyone! I'm a long time lurker but I just registered today.
Recently I started a new Shadowrun campaign after something like 10years from the last one! I used to GM 2nd edition and I decided to upgrade to 3ed. There are somethings that I'm not sure about and I'm looking for advices in this forum. Foci Do Foci leave an astral "opening" that make the character vulnerable to attacks from the Astral Plane like they did in 2nd edition? (In second edition an active focus was targetable by any spell from the astral plane, so an area effect combat spell would have hitted the wielder) Spell sustained by Sustaining Focus are dispellable? Anchored spells are dispellable? (I know that quickened spells are) Spirits/Elementals Do bows still do full damage to elementals and/or materialized spirits? Thanks for the answers! |
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Aug 13 2012, 08:18 PM
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#2
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
Grounding spells does not exist in SR3.
However, active spell foci can be attacked through astral space, breaking the karmic bond between them and the owner (if not destroying them). Due to grounding being removed, no spells can pass between the different planes even when breaking a foci in this way. Yes, with the same rules/procedure as a regularly sustained spell. IIRC it can be attacked astrally if the anchor is active, but the spell cannot be dispelled until it is active. It is a normal weapon, so the Immunity power applies to it. |
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Aug 13 2012, 08:22 PM
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#3
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
No grounding in SR3. period.
All spells are dispell-able. All spirits get the Immunity to normal weapons power from materialization normally save that dont get that power. So bow do the same damage as firearms under RAW but high str can really level the playing field. Hope this helps |
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Aug 13 2012, 08:24 PM
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#4
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
Ninj' ed
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Aug 14 2012, 12:56 AM
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#5
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Target Group: Members Posts: 95 Joined: 7-August 02 Member No.: 3,076 |
Grounding spells does not exist in SR3. Any particular reason? I admit, I started with SR1 and played that way for a long while. (I still know how staging works.) Grounding didn't seem any more objectionable than any other rule. Considering you have to be casting on the Astral, and all drain is Physical... So why remove it? I'm not complaining, I'm just curious. (And I've read the sidebar in Shadowrun 2050.) |
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Aug 14 2012, 01:39 AM
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#6
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
First, thanks to everyone for the quick answers! 2nd edition and 3d edition are so similar that I'm getting often confused on what rules really changed.
I have another question: if there's no grounding in Shadowrun 3d, this means that a mage could even leave all his foci always active without facing any consequences? So playerA could even go to sleep with active foci? |
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Aug 14 2012, 01:48 AM
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#7
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Neophyte Runner Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
The focus is still dual natured while active and can be attacked astrally.
I've never in any edition of the game ever seen grounding used to screw the mage. It's a great thing that it's now gone and on the ash heap of game history. I've only ever seen it used by mages to screw mundanes. (Example: one kept a stable of low force spirits bound... their entire mission in life was to suicide bomb... he'd order it to materialize in a room at which point he cast his ready'd indirect area elemental spell. Nobody in the room could do anything to the mage since he was safe and sound on the astral and they were boned. Remember, direct mana spells only attacked a single target... even if they were area spells. |
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Aug 14 2012, 01:55 AM
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#8
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
Thanks Falconer.
So basically as sustaining focus don't "hold" inactive spells like they did in 2nd edition, this means a mage can't really have "activable easy buffs" in 3d edition anymore. So I guess sustaining Focus only purpose is to avoid the +2 malus for sustaining spells. Quite a hit in power level to the mages from 2nd to 3d editions! (Even Archetipes in 2nd edition had some active spell buffs on a focus) |
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Aug 14 2012, 02:20 AM
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#9
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Neophyte Runner Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
Yeah every edition since 1st has trimmed the power of mages.
SR2 had 'spell locks'. SR3 replaced them with sustaining foci. I don't recall the exact details it's been ages since I played either 2nd or 3rd. Glancing at my old book though when binding the focus, you had to pick one spell and only one spell that focus could sustain in SR3. In SR4 they simplified it to be any spell of the right type when cast. Which kind of makes sense for the setting... when magic is completely new and unexpected... it's a lot more powerful and surprising. As people learn to adapt to it and it becomes less strange and new... Most of the initial disruptions in the story deal with that whole arc, magic changes everything... the powers that be rearrange themselves or die out. |
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Aug 14 2012, 01:41 PM
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#10
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
Any particular reason? I admit, I started with SR1 and played that way for a long while. (I still know how staging works.) Grounding didn't seem any more objectionable than any other rule. Considering you have to be casting on the Astral, and all drain is Physical... So why remove it? I'm not complaining, I'm just curious. (And I've read the sidebar in Shadowrun 2050.) Grounding didn't exist in SR1 either. Just FYI. It was only a SR2 thing. |
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Aug 14 2012, 03:26 PM
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#11
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Moving Target Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
I think Grounding is in the first edition Grimoire.
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Aug 14 2012, 03:36 PM
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#12
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
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Aug 14 2012, 06:53 PM
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#13
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
I think Grounding is in the first edition Grimoire. Don't think so but my copy of that particular book is long gone. (IMG:style_emoticons/default/frown.gif) |
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Aug 15 2012, 04:14 PM
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#14
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
I have another question: if there's no grounding in Shadowrun 3d, this means that a mage could even leave all his foci always active without facing any consequences? So playerA could even go to sleep with active foci? As noted, active foci are subject to attack and possible destruction. Additionally, Focus Addiction (MitS, p46) limits the total Force of foci a mage can have simultaneously active without risking magic loss. The test is per Combat Turn, so a mage who for some inexplicable reason goes to sleep with too many active foci is almost certain to wake up mundane. ~J |
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Aug 16 2012, 03:49 PM
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#15
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Moving Target Group: Members Posts: 519 Joined: 27-August 02 From: Queensland Member No.: 3,180 |
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Aug 16 2012, 04:58 PM
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#16
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
You can not also take an active focus through a ward. In extreme cases without the focus deactivating, breaking or letting the ward owner know in either case.
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Aug 16 2012, 05:27 PM
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#17
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
Thanks for all the replies.
Basically Awakaned "permanent-activable" buffs are a thing of the past! The two mages in my playing group won't be very happy tomorrow night! I dunno if I should house rule it for this campaign in order to not piss the mage player that were use to playing like this in 2nd edition. (I'm sure one of the two players won't complain, but the other one is a different story) |
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Aug 16 2012, 05:36 PM
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#18
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Thanks for all the replies. Basically Awakaned "permanent-activable" buffs are a thing of the past! The two mages in my playing group won't be very happy tomorrow night! I dunno if I should house rule it for this campaign in order to not piss the mage player that were use to playing like this in 2nd edition. (I'm sure one of the two players won't complain, but the other one is a different story) I recommend against it, but I would suggest giving them an opportunity to rebuild their characters (since they probably built them under the assumption that such things were possible). ~J |
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Aug 16 2012, 06:50 PM
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#19
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
I recommend against it, but I would suggest giving them an opportunity to rebuild their characters (since they probably built them under the assumption that such things were possible). ~J I will follow your advice Shadow Angel. BTW as the group is going to face a Vampire tomorrow, I'm reading the essence drain power in the critters manual. It doesn't say how it works (it only says how it works when the Vampire tries to drain essence from a creature with the same power). It also looks like it's not an action you could normally do in combat, but as I read, the Vampire could cast a domination spell and force the victim to be drain. Do you know how much essence the Vampire could drain per turn? And how the test is made eventually? Thanks for the advice. |
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Aug 16 2012, 07:05 PM
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#20
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
BTW as the group is going to face a Vampire tomorrow, I'm reading the essence drain power in the critters manual. It doesn't say how it works (it only says how it works when the Vampire tries to drain essence from a creature with the same power). It also looks like it's not an action you could normally do in combat, but as I read, the Vampire could cast a domination spell and force the victim to be drain. Do you know how much essence the Vampire could drain per turn? And how the test is made eventually? Thanks for the advice. The power description is on p10 of Critters; it looks like it answers your questions. Edit: well, ok, the drain time is the vague "some minutes", but I don't think a more specific answer exists. (Since it's impossible to regain Essence, it would be pretty harsh if it were possible to do in combat.) ~J |
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Aug 16 2012, 07:07 PM
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#21
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
So no rolls involved. The critter can drain as much drain as he has in few minutes undisturbed. In other words it's not something you can use during a combat.
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Aug 17 2012, 12:41 PM
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#22
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Target Group: Members Posts: 63 Joined: 13-August 12 Member No.: 53,136 |
I have another 3ed question regarding mages:
Magician's Way - Magic in the Shadow, page 22 and 24. Page 24: "If a magician adept Initiates, she can choose to either gain an extra Power Point or learn a metamagical technique. Magician adepts are capable of learning any of the methamagical techniques." This means that when Magicians Adepts initiates they don't gain Magic naturally, they have to choose to either get 1 power point (and maybe get 1magic point with the "Magical Power" power, OR gain a methamagical ability. I am right? And... aren't those guys a bit too strong? |
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Aug 17 2012, 12:51 PM
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#23
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Moving Target Group: Members Posts: 993 Joined: 5-December 05 From: Crying in the wilderness Member No.: 8,047 |
Firstly your right on how it works.
They tend to suffer from having their eggs in to many baskets and get out competed by straight adepts and magicians in their particular niche. But they do cover more bases in a small group. They also make very good anti conjurer and spell caster characters. |
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Aug 17 2012, 12:51 PM
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#24
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
No, you are right.
And they are huge karma-sinks. |
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Aug 17 2012, 02:27 PM
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#25
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Magician's Way - Magic in the Shadow, page 22 and 24. Page 24: "If a magician adept Initiates, she can choose to either gain an extra Power Point or learn a metamagical technique. Magician adepts are capable of learning any of the methamagical techniques." This means that when Magicians Adepts initiates they don't gain Magic naturally, they have to choose to either get 1 power point (and maybe get 1magic point with the "Magical Power" power, OR gain a methamagical ability. I am right? Almost. They always get a point of Magic; what I think you're driving at, and this may just be a wording issue rather than a misunderstanding, is that they have a distinct secondary "effective magic rating" equal to the number of levels of Magical Power they have that's used where Magic would be for all non-Adepty magical things—this is what might or might not get raised based on whether they take the Power Point and spend it on Magical Power. QUOTE And... aren't those guys a bit too strong? Not really. They never get access to Astral Projection (well, except for the weird corner case with Dual-Natured species (is that the right term here?) like Ghouls and Shapeshifters), which is horribly painful by itself, but on top of that don't even get Astral Perception for free—they need to spend two Power Points on it! Now, one thing that makes up for this is the fact that there are a bunch of "utility spells" that are highly valuable at Force 1 (and that number can grow depending on GM interpretation of some corner cases, like whether Improved Invisibility runs up against Object Resistance or not); still, because magic loss always hits Magical Power first, and if Magical Power ever hits 0 it's gone for good, you'd need to be pretty accepting of risk to take fewer than two levels of Magical Power (a kindly GM would probably treat a Magician's Way Adept who lost his Magical Power like any other Adept, but a strict treatment of the rules means that character is doubly screwed—they can never get their powers back, but still need to choose between a Power Point and a metamagical technique instead of getting both like normal Adepts. ~J |
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