![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
Okay, in the "Ages of Magic and Shadow" thread, Kagetenshi had some points that I disagreed with but in the long run correctly pointed that I'm rusty with respect to the SR"n" rules. Definitely a fair cop for a system that is as wide as it is deep, and one where the mechanical consequences of decisions can lead to significant emergent effects/properties.
While the other thread is on hold pending some clarification and review--well, unless you're a GURPS-head and just want to help out!--I thought that it might be interesting to explore Q&As on the system and what it actually means/does. This way there is no misremembering or misinterpretation, nor an answer hidden by this-or-that additional supplement, or supplement from an earlier edition or whatever. I expect that the questions will run from the mundane (even on magical questions) to the magical (even on mundane topics)--the full gamut. This is just me (or anyone else for that matter) that doesn't require me spending the next six months to re-learn the system inside out and I can shortcut to just playing/GMing the game. * * * Point in case, I was just looking up what I expected to be "damage codes" for the Fireball or Powerball spell from SR4 and found them absent in core and only in Street Magic. Yet even then there was no damage code (L, M, S, D) that I could find. Result: Turn back to SR2 and the memory comfort hole. (IMG:style_emoticons/default/smile.gif) * * * In the other project, I had a pre-determined notion for what mages could "do", on of which was their damage output in purely physical terms as measured through things like Fireball or even Powerball. So, assuming no Physical damage/drain, how much damage on average are they looking at? Does this radically change throughout the editions? (I'm looking up the answer as I type, buit I didn't want to leave this thread as entirely a place holder.) |
|
|
![]()
Post
#2
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,493 Joined: 1-September 11 From: Seattle Member No.: 37,075 ![]() |
Correct, they ditched the damage codes between 3E and 4E. Now it's just a number that represents boxes of damage. There's usually a base value (sometimes set by Force in the case of spells) plus any net hits from the Spellcasting test.
To answer the question directly, the damage does change significantly between editions. In 4E, direct damage spells (e.g. manabolt, powerbolt) were your go-to combat spells 90%+ of the time. In 5E, direct damage spells were no longer as effective (a good change) and indirect damage spells (e.g. lightning bolt) were more common to use, especially since AoE rules were poorly defined/contradictory, which made it hard to miss with those versions. In 4E, you can one-shot a goon with a manabolt. In 5E it's going to take you three or four of them. So in 4E they were an alpha strike but in 5E they were a way to reliably chip away at the target little by little. That was a big change. Drain is another component to take into account. In 4E and 5E you could accomplish more while risking less in terms of drain compared to 2E/3E. So, yes, you can cast a Mega Fireball of Doom in any edition and potentially have it be equally effective in each ruleset, but the consequences for doing so were much harsher in earlier editions. |
|
|
![]()
Post
#3
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
Correct ...[snip]..., TY. Urgh. SR2 is a little bit more involved than I remember. Then again, I was much younger. So, Fireball or Powerball? The latter as it seems more magick-y and I'm channeling The Covenant at the moment. (IMG:style_emoticons/default/wink.gif) Seeing Kagetenshi's last character, I'll just work on someone churning out a Force 6 Powerball. Not as deadly as a Fireball, but the Drain is more manageable. So that's a 6M spell with 4S drain. Say an equal spread of the Magic Pool (by three) leaves 2d to buff the spellcasting test, 2d for drain, and 2d for spell defense... just in case. they ditched the damage codes between 3E and 4E. Now it's just a number that represents boxes of damage. There's usually a base value (sometimes set by Force in the case of spells) plus any net hits from the Spellcasting test. The target is high average (Body 3) with no an armour. Not that it matter for combat spells. (I always thought it was just mana spells--ah well.) So, Body 3 against 6D attack charitably gets 1 success which isn't enough to stage down. So, the chap in the nuddie is toast; in hospital. Right? |
|
|
![]()
Post
#4
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
In SR3 looking purely at damage dealt to a living target the Elemental Manipulations are strictly worse than Powerbolt/Ball—6M is 6M either way, and the drain code is much worse (4D vs 4S). The benefit to the elemental manipulations is their side effects—lighting things on fire and cooking off grenades/ammo for Fireball, damaging armor and creating a short-term environmental hazard for Toxic Wave, nasty extra effects for electronics and especially Rigged vehicles/drones for Ball Lightning.
In SR3 the drain is a serious limitation; I generally found that AoE stopped at Manaball or Stunball with Powerbolt and the single-target elemental manipulations taking over. After all, if you deal 6M damage but face 4S Stun you might well be on your way to a Pyrrhic victory. Anyway, 4S requires 6 successes to stage down to nothing, which only needs 12 dice to expect but needs substantially more (focus? Extra Willpower from something? In a pure SR3 environment, totem bonus?) to reliably take no drain. A Trauma Damper drops this to 4 successes and means 6 Will 6 Pool is generally adequate for avoiding Drain. You’re only dealing as much damage as a Heavy Pistol against light armor, but you’re dealing it to an area and heavier armor won’t faze you. If your targets are Body 3 you’ll have a nice low TN and expect 4 successes off of 6 dice which means your odds are pretty good to stage up to S and solid to stage to D—no high-probability one-shot, but against this kind of opposition you’re unlikely to need more than two casts. Move up to Body 5 opposition and suddenly you’re down to two expected successes against a solid chance of one on the resistance test, meaning you could well just deal M and require three or four casts to bring down a target. Moving to Manaball or Powerbolt drops the drain level and allows more Spell Pool to go into casting rather than resisting drain. Edit: remember, staging happens on net successes: base M plus 4 successes against one soak success isn’t D, it’s M+3=S damage. Except for melee combat, strangely enough. ~J |
|
|
![]()
Post
#5
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
Edit: remember, staging happens on net successes: base M plus 4 successes against one soak success isn’t D, it’s M+3=S damage. Except for melee combat, strangely enough. Completely right. I blame looking up ISBN codes at the same time. (IMG:style_emoticons/default/wink.gif) |
|
|
![]() ![]()
Post
#6
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 589 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
I'm answering this from an SR3 standpoint only.
So, Fireball or Powerball? The latter as it seems more magick-y and I'm channeling The Covenant at the moment. I'll assume The Covenant is a magical group from an adventure I have not played. Normally you can only channel spirits which owe you Services, which excludes Watchers and Allies.The big difference between Powerball and Fireball is their Category. Combat spells' TN is derived from the target's nature (SR3.182) so a vehicle is going to be nigh impossible to affect whereas Elemanips' TN is a lot more attainable: QUOTE (SR3.182) The Force of the spell must be equal to or greater than half the Object Resistance, rounded down, for it to affect an object. Vehicles add Body and half Armour to object resistance before dividing in half. QUOTE (SR3.150) Spells cast against vehicles have a target number based on their Object Resistance (see p. 182) of 8 plus their Body Rating plus half their Armour Rating (round down). (Note that elemental manipulation spells are treated as a Ranged Attack and have their usual base Target Number 4). QUOTE (SR3.183) Cover, visibility, injury and sustaining modifiers apply. Combat spells hit only things you can see while Elemanips flow beyond Line of Sight. You can get armour mods in Cannon Companion that help you against Elemanips but not against Combat spells. Combat spells can be fired through glass / fibreoptics while Elemanips must have direct line of effect (SR3.182). This is because Elemanips create an offensive projectile which you then launch at your target using a ranged attack which can be augmented with Combat Pool and which can be Dodged by the target using Combat Pool:QUOTE (SR3.183) Elemental spells are treated like normal ranged attacks (see p. 109) using Sorcery as the Ranged Combat Skill. These spells can be dodged (see p. 113). The Combat Pool may be used to resist elemental spells. QUOTE (SR3.196) Elemental manipulation spells create matter or energy and direct it to cause damage. Unlike combat spells, these spells are treated like normal ranged attacks (see p. 109) using Sorcery as the Ranged Combat Skill. These spells can be dodged (see p. 113). QUOTE (SR3.109) All ranged combat, whether it involves firearms, projectile weapons or thrown weapons, is resolved in the same manner. In astral combat, Sorcery is also used as a Combat Skill: 3. Make Attacker's Success Test. The attacker makes his or her Success Test using the appropriate Combat Skill, modified by dice from the Combat Pool. Resolve Dodge Test If the target wishes to attempt to dodge an attack, he may use the Combat Pool QUOTE (SR3.174) Astral Combat uses the same rules as Melee Combat (p. 120). The disadvantage to using Sorcery is that you then don't have it available for Spell Defence or Spell Casting.Use the melee combat rules (p. 120) to make attacks. The character may attack using an armed combat skill if armed with a weapon focus, Unarmed Combat if not, or Sorcery in place of either skill. Outside magic, R3.67 talks about using a Vehicle skill as a Combat skill: QUOTE (R3.67) Characters may also use mechanical arms to make melee attacks against other characters. In this circumstance, the Mechanical Arm Operation skill is used as a Combat Skill. and riggers use Combat Pool for attacks (SR3.151). So the fact that Fireball is an Elemanip spell greatly changes the way it works. Your TN is lower but your Drain is higher. Your target can Dodge and Stage using their Combat pool, but you can also cast your spell using your Combat pool and Stage using your Spell pool. Obviously, doing so makes those pools unavailable for more defensive options.Similarly, vehicles with legs use the standard character combat rules (see Combat chapter in SR3) rather than the vehicle combat rules. For a small dose of wyrdness, "The Laser spell fires a beam of coherent light at the target that causes burning damage like a laser" (MitS.145) "Because an elemental spell creates actual matter or energy, it is impeded by physical obstructions like glass" (SR3.182) so the security mage watching you through the fibreoptic network (SR3.181) can pop off Powerball on your team but you cannot fire a laser spell back through the fibreoptic network to blind / kill them. It hits the glass and stops. |
|
|
![]()
Post
#7
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
I'm answering this from an SR3 standpoint only. I have a vague recollection that this doesn't mage a huge difference. I'll assume The Covenant is a magical group from an adventure I have not played. Normally you can only channel spirits which owe you Services, which excludes Watchers and Allies. It's a movie, and the "channeling" comment was a reference when one is visually or otherwise inspired by media and integrate it into current projects. It's a pop culture expression, so my bad for any confusion. In astral combat... [snip] If you will forgive me, but I just bounced off this information pretty hard. I suspect that it's just a case of too much additional information that I don't really need at the moment. Mea culpa. (FWIW, you can see what I was referring to in this video.) I suspect that I'll use this simple spell as a base to determine how "powerful" a mage can be to start out with and use that as the system point of reference and then stick with how the system handles the abstraction rather than continuing to rely on how SR does it. For a small dose of wyrdness, "The Laser spell fires a beam of coherent light at the target that causes burning damage like a laser" (MitS.145) "Because an elemental spell creates actual matter or energy, it is impeded by physical obstructions like glass" (SR3.182) so the security mage watching you through the fibreoptic network (SR3.181) can pop off Powerball on your team but you cannot fire a laser spell back through the fibreoptic network to blind / kill them. It hits the glass and stops. FWIW, those are the kind of things that along with the borken Shaman thing, are not things that I'm going to shy away from "fixing". |
|
|
![]() ![]()
Post
#8
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 589 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
I'm rusty with respect to the SR"n" rules. Definitely a fair cop for a system that is as wide as it is deep, and one where the mechanical consequences of decisions can lead to significant emergent effects/properties. Given that the thread is about "Deciphering the mechanics", my point is that an elemental manipulation spell has you rolling Combat Pool for your attack. That's a different mechanic from all the other spells where Spell Pool is your only option.The emergent effect of that is that magicians slinging Powerballs continue to be effective at Dodging because their Combat Pool is available for it whereas magicians slinging Fireballs cast their spells with Sorcery + Combat Pool, and resist their Drain with Willpower + Spell Pool, and then have to hope that no opposition remains standing because they're unlikely to be able to Dodge anything. SR4a.204 confirms that you can Dodge "Indirect Combat Spells" in 4th, but without the Dice Pools mechanic, which Pool gets used for them is moot. I am not familiar with 2nd Ed. but your "So, Fireball or Powerball? The latter as it seems more magick-y" analysis seemed oblivious to significant emergent effects/properties (eg casting through windows, or affecting objects). It's not as simplistic as fluff and flavour. There are mechanics to decipher. |
|
|
![]()
Post
#9
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
It looks like it went unquestioned, but I do want to confirm that Bodak is correct about a whole bunch of advantages to the Elemental Manipulation approach that I had forgotten. In my defense, the whole Drain issue does still manage to make actually using them a fairly difficult proposition, but the issues aren’t insurmountable (especially post-chargen) and the payoff is there to avoid TN=Body (which can get stratospheric) or TN=Willpower (which is likely to stay lower, but 4 isn’t unreasonable at all and you only get the Willpower TN by accepting zero damage to anything nonliving).
~J |
|
|
![]()
Post
#10
|
|
Wordsmith ![]() ![]() Group: Dumpshocked Posts: 612 Joined: 21-June 10 From: Leeds, UK Member No.: 18,740 ![]() |
The other main advantage to elemental spells only really applies to the ball/AoE versions, in that if you cast a fireball at the corner of a corridor, it can and will explode and damage anything in the Aoe, even when they're out of sight. Having a F6 fireball go off next to the squad of goons waiting to burst around the corner, and hitting all of them for a 6D - half impact armour can really ruin their day. A powerball / manaball is just incapable of being targeted like that. Even if one of the goons was peeking round a corner, only they could be affected by the spell - the rest of the squad is completely immune.
And there are ways to mitigate the drain a little, if you're willing to accept the restrictions. Learn the spells at odd force levels, as the drain is F/2 round down. Learn the spell as an exclusive spell, for a -2 modifier. So you could throw a F7 fireball that was learnt exclusively, and the -2 mod lowers it to a effective force of 5, which then becomes a 2. Even with a +1 DL+2 modifier on the fireball, that means you can throw a F7 fireball at Moderate, and be soaking a 3D. Sure you need to throw some spell pool in there to make that doable for most characters, but it's possible - and with a TN of 4 for the casting (base) it's likely you're going to get a bunch of successes and start to stage that up towards deadly on the impact with the target. |
|
|
![]()
Post
#11
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
Definitely some good information about the specifics of the SR system. I don't think that I need to worry about most of it, though the reminder about the differential targeting of certain spells is well taken. (And, FWIW, I am reading through the replies to determine what seems to be the most relevant/actionable items and what is SR-specific stuff that may be left on the cutting floor [as it were].)
I think that I have enough information to begin to decipher the damage question, which is then going to feed back into the question of character generation. (I way over-pitched the power level by about 100%--3 levels is probably sufficient, which would also given some upward mobility for Initiation, though that would need some tweaking, too.) Going to have to put the legwork in to convert some spells, or at least the intent of the spells. It should be interesting to see how the non-combat spells turn out in comparison with the combat ones. The irony here is that I normally run away from "lite" mechanics, but now I'm snuggling back in with GURPS for something a bit simpler. (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/wink.gif) ( ^ Please note that the tongue is firmly in-cheek.) * * * Oh, quick question from memory while I'm away from books. I'm right in remembering that most (many?) spells don't require "targeting" in the more traditional sense. If you can see them "naturally" then the spell arcs from the "aura" of the caster to that of the target, right? Assuming, of course, that nothing gets in the way. (My brain is telling me that "Arch" is how it is termed in Equinox, and it's a rule of magic there...) |
|
|
![]() ![]()
Post
#12
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 589 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
This is just me (or anyone else for that matter) that doesn't require me spending the next six months to re-learn the system inside out and I can shortcut to just playing/GMing the game. I don't think that I need to worry about most of it, though I hope somebody benefits in the future, then.It seems my responses haven't worked for you whether I am brief or verbose. Eclipse Phase is "a good starting point for continuing the exploration of the Sol system" and I can't think of any way to embellish that. I know the mechanics for spellcasting, but that also seems to be not what you're looking for. So, assuming no Physical damage/drain, how much damage on average are they looking at? Interestingly if you are considering a (fox/eagle) Shapeshifter, it's more efficient to overcast and take Physical Drain because you heal that rapidly at 1 box per minute (SRC.36) just like a spirit (MitS.98) than if you cast normally and take Stun Drain which heals at 1 box every (hour divided by successes) (SR3.126). To make this a little easier, Shapeshifters do not have Magic equal to Essence like everybody else: it's two points lower, bringing the threshold for overcasting within reach.the reminder about the differential targeting of certain spells is well taken. Spell Targeting (SR3.181). You need to establish a Magical Link to the subject or target (MitS.47). That can be through touching the subject or target with your meatware or any cyberware paid for with Essence (eg a cybertail). It could be through observing the subject or target with your meateyes or any cybereyes paid for with essence, but not mere pictures of your subject or target rendered on a security camera television screen, pin-up poster, digital scope, etc. or relayed from drones (regardless of how much Essence your VCR paid for). It could be through a material link such as their favourite scarf (MitS.37). Maybe you've got a Focus bound to them, or you've found a Ward constructed by them, or the astral signatures of spells and spirits created by them and you can use that to track them across the astral in order to set up a Spotter for ritual sorcery. But yes, once you've established the link from the subject or target to the spellcaster, the spell happens at the subject / target's location (The spell does not actually travel... the caster manipulates mana to create an effect at the location of his target: SR3.182) except for elemental manipulations which create a supernatural grenade you launch through the air from your current location. So no fireballing someone's bedroom from the other side of the city (MitS.34) unless their window is open and you have Optical Vision Magnification in your eyes, paid for with Essence.most (many?) spells don't require "targeting" in the more traditional sense. If you can see them "naturally" then the spell arcs from the "aura" of the caster to that of the target, right? Assuming, of course, that nothing gets in the way. The SR3 FAQ boasts that you can cast Invisibility on a wall and deliberately fail to resist the spell yourself so that you do not notice the wall is there and therefore see straight through it, gaining Line of Sight for spellcasting purposes to all subjects and targets on the far side of the wall. This is universally panned by everyone who has actually played SR3 as being an embarrassing newbie powergamer failure to exploit a perceived loophole, by overlooking that Invisibility is an Illusion spell and Illusion spells (no matter how realistic) cannot provide magical links to what they depict - just like high resolution digital video feeds can't. What one would need is a Transformation Manipulation spell which turns objects into optical conductors so that the photons carrying the subject / target's mojo can travel unassisted and unmolested into the caster's eyes. Quite how the professionals in charge of the FAQ made such a fool of themselves on this issue remains a mystery. QUOTE (SR3.181) Metahuman vision abilities can also enhance line of sight, but not spells like Clairvoyance or any other spells which alter vision. Anything modifying the original image of the target before it reaches the caster, such as digital imaging equipment or simsense, prevents the caster from casting spells on that target. QUOTE (SR3.195) Illusions do not disguise or create auras.
|
|
|
![]()
Post
#13
|
|
Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,317 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 ![]() |
QUOTE (SR3.195) Illusions do not disguise or create auras. And this is one of the sentences where the rules don't quite add up between Core and Core/MitS and create a bit of a contradiction due to lack of precision in wording:
|
|
|
![]()
Post
#14
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
I hope somebody benefits in the future, then. I'm sure that they will. On my own behalf, at the moment my questions are mostly really simple and primarily aimed at not making newbie mistakes because of memories of how SR2 worked. And, TBH, I look at the SR rules now and I wonder how I kept them all in my head. Still, fun system and in some ways I wish that I had taken SR2 and converted it back in the day to what I want rather than using an entirely different system. (The reason that I didn't? I really don't like the way that damage is handled in the system with regard to "soaking" with Body. Ridiculous, I know.) I would imagine that the answers to my questions are on the realm of a sentence or two at first, with perhaps more detail with follow-up questions if that makes a difference? Perhaps instead of "Deciphering the mechanics" the thread title should have been "Answer some simple questions to put me on the right track"? (I actually tried to change it, but was unable to do so.) Eclipse Phase is "a good starting point for continuing the exploration of the Sol system" and I can't think of any way to embellish that. And I'm looking at that for that part of my lil'project, so thank you. I know the mechanics for spellcasting, but that also seems to be not what you're looking for. Oh, I do. I have several easy-to-answer questions. For example, as I was converting spells from SR2 last night I was stumped at the differences between "Combat Sense" and "Personal Combat Sense". Don't get me wrong, I can literally see the difference: one is Limited range and the other is Self. But what does that actually mean given what it is described as doing? Otherwise it's just a single topic Enhanced Time Sense spell. Done. The SR3 FAQ boasts that you can cast Invisibility on a wall and deliberately fail to resist the spell yourself so that you do not notice the wall is there and therefore see straight through it, gaining Line of Sight for spellcasting purposes to all subjects and targets on the far side of the wall. Sounds awful. You're certainly right, I feel, that the various laws of magic should be front and centre. |
|
|
![]()
Post
#15
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
The SR3 FAQ boasts that you can cast Invisibility on a wall and deliberately fail to resist the spell yourself so that you do not notice the wall is there and therefore see straight through it, gaining Line of Sight for spellcasting purposes to all subjects and targets on the far side of the wall. This is universally panned by everyone who has actually played SR3 as being an embarrassing newbie powergamer failure to exploit a perceived loophole, by overlooking that Invisibility is an Illusion spell and Illusion spells (no matter how realistic) cannot provide magical links to what they depict - just like high resolution digital video feeds can't. This is just one of, IIRC, several places where the FAQ produced answers that flatly contradict the written rules without claiming to be errata or even clearly recognizing the contradiction, which lead to the general consensus that the FAQ had no canonical authority. Since FanPro never asserted its authority beyond hosting the FAQ page, that consensus stood pretty solidly. I recommend generally forgetting that it exists. As for where spellcasting happens, one of the big unanswered questions was what Background Count you used if you decided to Powerbolt the moon. Some people said caster location BC, some said moon BC, and there was even a minority position for the space BC in between, though I believe the already-noted “does not travel” quote eliminates this possibility. ~J |
|
|
![]()
Post
#16
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
As for where spellcasting happens, one of the big unanswered questions was what Background Count you used if you decided to Powerbolt the moon. Some people said caster location BC, some said moon BC, and there was even a minority position for the space BC in between, though I believe the already-noted “does not travel” quote eliminates this possibility. "GM: You hit the moon. NEEEXXXXTTT!" (IMG:style_emoticons/default/wink.gif) |
|
|
![]()
Post
#17
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
It does have practical consequences—I forget what the resolution limit is on earth-based telescopes, but it’s quite possibly possible to get a giant telescope and cast spells on people on the moon from earth or vice versa, and I believe there’s at least one permanent moon base that might have targets or casters.
I also once made a character with the spell Wreck (Sun) whose life ambitions depended on the answer to this question (IMG:style_emoticons/default/smile.gif) Edit: it wasn’t a real character, apparently. From a “most useful 3 spells” thread: Slay (Windling) Detect Verjigorm, non-extended. Wreck (Sun) ~J |
|
|
![]()
Post
#18
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
It does have practical consequences... Mostly a slap up the side of the head, I would imagine. Suffice to say, not something that I would consider as being serious regardless of their being astral space to arc through. Back to the difference between Combat Sense and Personal Combat Sense. (IMG:style_emoticons/default/biggrin.gif) |
|
|
![]()
Post
#19
|
|
Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,317 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 ![]() |
For example, as I was converting spells from SR2 last night I was stumped at the differences between "Combat Sense" and "Personal Combat Sense". Don't get me wrong, I can literally see the difference: one is Limited range and the other is Self. But what does that actually mean given what it is described as doing? As far as Detection Spells go (and Combat Sense is one) you have to understand that there can be two different "Ranges" for them:
Combat Sense is a bit of an outlier and can be messy if you really want to enforce the implied limit because it provides an omni-directional sense to prevent personal harm or increase one's capability of doing harm by giving addional combat pool dice. While its "Range" in terms of casting the spell is usually no problem it's also stated to be "limited" in range which would imply that the provided combat dice should be "limited" in use by said "limited range". Let's just say that the attempt of enforcing the limit can be rather tricky ... Is the target you try to attack with bonus dice from the spell within said range? Can you use those Combat Pool dice in attempts to dodge attacks that come from outside that limited range? So what's the difference between Personal Combat Sense and Combat sense? The general "Combat Sense" can be cast by a group's magician onto the group's Street Samurai to increase the Sammie'S Combat Pool further. The "Personal Combat Sense" Spell on the other hand can only be cast onto the magician himself. |
|
|
![]()
Post
#20
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
The "Range" at which a caster can cast it onto a target. I'm familiar with this and mentioned it, above. So what's the difference between Personal Combat Sense and Combat sense? The general "Combat Sense" can be cast by a group's magician onto the group's Street Samurai to increase the Sammie'S Combat Pool further. The "Personal Combat Sense" Spell on the other hand can only be cast onto the magician himself. I don't believe that this stumped me for even any amount of time. In my defense, I never encountered anyone casting the spell on anyone but themselves... :/ That certainly makes it easier, thank you. |
|
|
![]() ![]()
Post
#21
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 589 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
there's no (other) explicit limitation that precludes a caster from developing and castinst a "Mana"-based spell that targets "Astral Perception" as a sense and must be cast while being present on the Astral - be it perceiving or projecting. And in order to be able to do so, such an Astral "Illusion" would have to at least "disguise" a potentially observable aura underneath the illusion or even create an illusionary one along with the even more colorful / vibrant astral bodies. In this situation there simply are no plane considerations or different perception forms involved. Otherwise there simply cannot be any "Astral Illusions" that involve anything "living" or "magically active" ... something that IMHO would have to be spelled out more explicitly I could definitely see Agony (MitS.142: a mana Illusion) being viable between astral targets. Not necessarily optimal (since it must be sustained, definitely imposing a penalty on the caster and possibly imposing a penalty on the target). The same goes for a mana-based variant of Blindness, penalising all Astral Perception tests. Free / ally spirits could escape such effects via returning to their metaplane (the caster no longer shares a plane with the target) but projecting magicians and lesser spirits would just have to eat it unless there was a friendly astral barrier they could retreat behind, leaving the spell behind. The interesting one would be Double Image (the mana version) cast between purely astral beings: a character who does not fully resist the spell will not be able to tell the original and double image apart -- they are both bright glowing blobs of magical intensity in the astral sea.While the intent of this wording seems to be that no Illusion spell that creates the "image" of a living being on the physical plane will create an aura that matches said illusory being when looked upon with Astral Perception, the spell itself most certainly should (and does) create an aura of its own and thus we see a contradiction with the sentence when looking at the rest of the rules. I agree. An astral opponent casting a spell at an astral Double Image can see its aura (the aura of the spell's effect) and cast spells at it, but the spell does not "disguise or create" the caster's aura at the image's location so landing a spell on the double does not count as landing a spell on the caster's aura.I believe this is intentional or else someone could create a Phantasm (SR3.195) - a "convincing visual illusion... of anything the caster has seen before, from a flower or a credstick to a dragon" and you wouldn't want magicians to be able to just replicate a dragon's aura on demand. The SR3 FAQ boasts that you can cast Invisibility on a wall and deliberately fail to resist the spell yourself so that you do not notice the wall is there and therefore see straight through it, gaining Line of Sight for spellcasting purposes to all subjects and targets on the far side of the wall. The closest canon spell to this effect would be Astral Window (MitS.140). A Physical variant of it could allow the caster to see through up to Force Barrier Rating of obstructions (like Ultrawideband Radar vision from SR4) but even then, the wording explicitly emphasises "Magicians cannot cast spells at targets they see through a barrier using Astral Window." It would still be handy for information-guided indirect fire (CC.99).As for where spellcasting happens, one of the big unanswered questions was what Background Count you used if you decided to Powerbolt the moon. Some people said caster location BC, some said moon BC, I suppose turning that around, if a Magical Group had Manaline In The Basement or some other Power Site (SSG.138, MitS.85) and they performed Ritual Sorcery to a target that was outside the Power Site, would they get to add their bonus dice or not? I suspect they would, since that's sort of the point, and since Power Sites aren't really portable.So what's the difference between Personal Combat Sense and Combat sense? The general "Combat Sense" can be cast by a group's magician onto the group's Street Samurai to increase the Sammie'S Combat Pool further. The "Personal Combat Sense" Spell on the other hand can only be cast onto the magician himself. In my defense, I never encountered anyone casting the spell on anyone but themselves... :/RP is a team-sport, chummers. |
|
|
![]()
Post
#22
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Just to throw another spanner in the works (since the OP is trying to tie in Earthdawn), Other Place is an Illusion that allows teleportation. FASA had a… creative view of what “illusion” means.
~J |
|
|
![]()
Post
#23
|
|
Mr. Quote-function ![]() ![]() ![]() Group: Dumpshocked Posts: 1,317 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 ![]() |
I could definitely see Agony (MitS.142: a mana Illusion) being viable between astral targets. Note that I didn't say there couldn't be any illusion spells on the Astral when taking this (too) literal. I said that this sentence makes it impossible to create an astral illusion where a living being / magical entity is part of the (created) illusion. Not necessarily optimal (since it must be sustained, definitely imposing a penalty on the caster and possibly imposing a penalty on the target). The same goes for a mana-based variant of Blindness, penalising all Astral Perception tests. For me it's not about the effectiveness or further complications. For me it's just about a small sentence (with a to me relatively obvious original intent) creating a limitation to an entire spell class that - if really desired as such - should have been communicated explicitly instead of comming into effect by implication. I believe this is intentional or else someone could create a Phantasm (SR3.195) - a "convincing visual illusion... of anything the caster has seen before, from a flower or a credstick to a dragon" and you wouldn't want magicians to be able to just replicate a dragon's aura on demand. As said, I do consider this "does not cast an aura from an illusory being onto the astral" for an illusion created on the Physical Plane as the main intent there in order to limit the overall power of an illusion and preventing a general discussion about the separation of planes (which still can arise in other places). But the lack of more explicit references of (mana-based) Illlusion Spells being restricted in their usage on the Astral Plane is a reasonable indicator to me that this particular short sentence was not intended to cause this in this exact manner ... and more in terms of the "cannot disguise" part than the "create" part. Let's look at another spell or two which accomplish a similar effect. Enhance Aim (MitS.141) grants a -3 TN to shoot targets within 36 metres (or within 360 metres if you customise it to Extended Range). Sounds great. This can be "cast by a group's magician onto the group's Street Samurai" to significant effect. In contrast, if the magician resents "casting the spell on anyone but themselves", they get a +2 TN penalty for Sustaining the spell which might be offset by (most) of the benefits of the spell if they roll high enough. Some magician players will respond that the "Focussed Concentration" edge is a "Must Have". Ah just use a Sustaining Focus, the people cry! Well, since Detection spells allow the Subject to sense Targets (MitS.140, SR3.192) and a Sustaining Focus needs to be in contact with the Target of the spell (SR3.191) it is non-trivial to put a bound, activated Sustaining Focus in contact with the Target around the corner / across the park which you want to shoot. If you can plant a Sustaining Focus on them, you might as well use that opportunity to just attack them. This one I would mildly object to, because the rules do not provide a clear separating definition of "subject" and "target" for spells and use the word "target" interchangably for both the "subject" that a spell is cast upon and for the "targets" that are ultimately affected by the spell effect (the detection spells are mostly without that flaw but indirect illusion spells have this interchangable [and at times confusing] usage a lot). |
|
|
![]()
Post
#24
|
|
Moving Target ![]() ![]() Group: Members Posts: 217 Joined: 13-February 06 From: Teesprawl (originally); CAS (now) Member No.: 8,264 ![]() |
Just to throw another spanner in the works (since the OP is trying to tie in Earthdawn), Other Place is an Illusion that allows teleportation. FASA had a… creative view of what “illusion” means. ~J The wonderful thing here is that I get to ignore the things that I like--spells, Powers, Talents, and emergent mechanical properties. As long as it keeps the fiction it's all good. With that said, that doesn't seem like such a huge problem to me. As the (second?) poster notes, it's in Earthdawn. There are clearly things possible in one Age, and one level of magical development, than others. |
|
|
![]()
Post
#25
|
|
Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,013 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Having gained some familiarity with Earthdawn since 2004 I’m no longer bothered by the “teleportation” aspect, my main point is to emphasize that this is the kind of ability that the designers specifically classified as an Illusion and thus we need to adjust our expectations elsewhere when we ask the question “does this make sense as an Illusion?”.
~J |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 4th October 2025 - 08:49 AM |
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.