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> Combat Spells and TN modifiers
A Clockwork Lime
post Apr 21 2004, 08:31 PM
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There's a difference between keeping things simple (ie, using the same modifiers for any type of ranged attack) and not using any situational rules whatsoever for one thing while using enough to make God cry in another.
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kevyn668
post Apr 21 2004, 08:34 PM
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QUOTE
Kakkaraun Posted on Apr 21 2004, 07:44 PM

Also, clown pants...well, they can be pretty wide. Okay, let's put it this way...if someone makes a harness to hold up a sheet in front of them, do they get a bonus? If that was the case, then wouldn't just about every sec-guard wear one? I mean, seriously, how 'bout this: you're being attacked by a mage, in some house, go hide behind the shower curtain while your friends geek him. He can't hurt you!


Unless its one of those frosted shower curtians. Then he could zap ya! but there'd be a modifier b/c of the frosted effect and his visibility would be restricted. ;)

This post has been edited by kevyn668: Apr 21 2004, 08:35 PM
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ShadowGhost
post Apr 22 2004, 12:04 AM
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QUOTE (Kakkaraun)
"But if you're going to keep overcomplicating everything, you'll just end up with a boring, slow-paced game with so many rules that few people will want to bother playing -- because at that point, you're not even really playing you're just number crunching and nitpicking."


Anyone with a gun has far more TN modifiers than any spellslinger.

So, if you don't want to bother number-crunching then why don't you do away with visibility modifiers, cover modifiers, smartlink bonuses, laser sight bonuses, ultra-sound sight bonuses, aiming bonuses, injury modifiers, camouflage, invisibility, ranged combat modifiers for moving, or target moving, Enhance Aim Spell, etc, etc.?

After all, we really don't want to slow the game down, right?

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Kakkaraun
post Apr 22 2004, 02:23 AM
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"So, if you don't want to bother number-crunching then why don't you do away with visibility modifiers, cover modifiers, smartlink bonuses, laser sight bonuses, ultra-sound sight bonuses, aiming bonuses, injury modifiers, camouflage, invisibility, ranged combat modifiers for moving, or target moving, Enhance Aim Spell, etc, etc.?"

Because /those/ modifiers actually make sense.

...

...

AAAAH!

Heh.

Get it?
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A Clockwork Lime
post Apr 22 2004, 02:37 AM
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You might want to read what you just quoted again. You just said cover modifiers make sense.
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Kakkaraun
post Apr 22 2004, 04:57 AM
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Of course they make sense. Jesus.

Let me explain it to you, because you obviously haven't been paying attention:

I don't think cover modifiers make sense for magic. However, some people do, and also seem to think that all SORTS of other bullshit modifiers should be applied to it. I was ridiculing them, because they are wrong.

Got it?

:)
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broho_pcp
post Apr 22 2004, 05:00 AM
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ridicule? sarcasm? here on DS? good lord what is this world coming to!!!!
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ShadowGhost
post Apr 22 2004, 05:05 AM
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QUOTE (Kakkaraun @ Apr 22 2004, 04:57 AM)
I don't think cover modifiers make sense for magic.


Lots of things in SR don't make sense. However, cover modifiers and spellcasting, if you look, are quite clearly defined - cover modifiers apply to sorcery tests. And they make perfect sense - if you can't see something completely (cover) and clearly (visibility), it's much harder to target something, whether it's with a gun, or magic.

You want to houserule that cover doesn't apply to magic, go ahead. But the game rules quite clearly explain that cover modifiers apply to Sorcery tests.
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mfb
post Apr 22 2004, 05:19 AM
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i'm still unclear as to how rules pertaining to something that's completely made up can 'not make sense'. it's not like there are any (widely accepted) real-world examples of spellcasting to compare to. unless the rules completely contradict themselves (wholly possible, in SR), any apparent nonsense in the magic rules stem from flaws in the readers' perception--that is, the way you think magic works ain't necessarily the way it works in SR. if your fluff contradicts the rules, the rules don't need to change--your fluff needs to change.
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Arethusa
post Apr 22 2004, 05:31 AM
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QUOTE (ShadowGhost)
QUOTE (Kakkaraun @ Apr 22 2004, 04:57 AM)
I don't think cover modifiers make sense for magic.


Lots of things in SR don't make sense. However, cover modifiers and spellcasting, if you look, are quite clearly defined - cover modifiers apply to sorcery tests. And they make perfect sense - if you can't see something completely (cover) and clearly (visibility), it's much harder to target something, whether it's with a gun, or magic.

You want to houserule that cover doesn't apply to magic, go ahead. But the game rules quite clearly explain that cover modifiers apply to Sorcery tests.

Can you cite a page number?
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A Clockwork Lime
post Apr 22 2004, 05:44 AM
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SR3, p. 181, "Spell Targeting." Cover applies to any spell using LOS. Elemental Manipulations use all the standard modifiers for ranged attack tests.
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ShadowGhost
post Apr 22 2004, 06:54 AM
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QUOTE (Arethusa @ Apr 22 2004, 05:31 AM)

Can you cite a page number?


Same Thread, earlier Post, Page 150, right hand column, bottom of page, refering to mages trying to hit targets inside vehicles with spells:

QUOTE
Of course, a magician outside an enclosed vehicle can get around the line-of-site problem by blowing out the vehicle's windows (or having his hired guns do so). Even so, this may not completely solve the problem - it may fail to provide a sight line, or provide only a limited sight line that produces a +4 Partial Cover target number modifier for the magician's Sorcery Test.


Further down again, it also states:

QUOTE
Blowing out the windows of campers or other vehicles with limited window space provides limited lines of sight: in these cases, the +4 Partial Cover modifier applies.


New quotes:

Page 181, Spell Targeting, bottom right, last paragraph:
QUOTE

Concealed targets gain cover modifiers, which increase the difficulty of the spellcasting.


page 182, under Sorcery Test, 6th paragraph:
QUOTE

If the caster has trouble seeing the target due to cover and visibility modifiers, the target number of the spell increases.


However, under Shadowrun Canon Companion, they have variable cover modifiers, from 1-4 depending on how much cover a target has. I won't go into those, but I find them a little more flexible than simply +4 for cover as per SR3 main book, as the more cover you have, the hard it should be to hit you, and conversely, the less cover, the lower the TN modifier.
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Erebus
post Apr 23 2004, 05:17 PM
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As an additional note, those cover & visibility modifiers tend to reduce the overall successes of the spell which though important for spell defense and resistance is more important as a balancing tool in that it keeps damage from staging up for both Elemental Manipulation and Combat spells.

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Moon-Hawk
post Apr 23 2004, 05:30 PM
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Just to shed a little light:
The reason so many people seem to think that spell targeting is about auras is because it is explicitly explained this way in 2nd ed products. I am not sure whether it was awakenings or the grimoire, but in those text it was explained something like this: (going from memory)
For a magician to affect a target with a spell, they must briefly synchronize their aura with the target's, and the spell would sort of "ground out" through them. It didn't matter that they weren't astrally percieving, since some little bit of that psychic sense is always there anyway.
SRIII has a similar description that compares it to broadcasting on the targets' "frequency", but I don't believe it specifically mentions it being an aural synchronization.
So, for those old schoolers who want to keep this rationale in their games, and yet reconcile it with the canon ruling, tell yourself this:
If you can only see part of the complete aura you can only partially synchronize yourself, and thus the transmission of the spell is hampered, which is reflected by a higher target number, let's call it a "visibility modifier". But, you're still not targeting a part of the object, as this is impossible with spells, you're still targeting the whole aura, you're just doing it imperfectly which causes poor mana transmission.
As for manipulation spells, well, no one seems to be having any trouble with those.
I hope this was sufficiently coherent. Sorry I couldn't give page references.
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