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> What don't wound modifiers modify?
Dashifen
post Oct 16 2004, 01:51 AM
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Having trouble verifying my ruling on a dispute last game. There were a few opinions around the table and the easiest way to solve the problem is this: What tests don't wound modifiers apply to?
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Kremlin KOA
post Oct 16 2004, 01:54 AM
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Damage resistance tests are the only test to which it does not apply
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mfb
post Oct 16 2004, 01:54 AM
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damage resistance and drain.
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Dashifen
post Oct 16 2004, 02:40 AM
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QUOTE (mfb)
damage resistance and drain.

That's what I thought. Danke.
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RedmondLarry
post Oct 16 2004, 03:07 AM
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You shouldn't apply wound modifiers to the Body(4) Test after taking a Deadly Physical, where you try to avoid losing limbs, eyes, ears, etc. (Deadly Wounds and Permanent Damage, SR3.127).

Nor to the Body Test (Healing Physical Damage, 126) to determine if you can heal on your own. Your physical wound level is already accounted for in the Wound Table, and your stun damage doesn't affect whether you'll be able to stabilize.
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Wutasumi
post Oct 16 2004, 04:43 AM
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I might rule that decking wouldn't be affected, as the physical body is shut off from what he is feeling.
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mfb
post Oct 16 2004, 05:03 AM
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what you're feeling, maybe. but your body is still going to be going nuts, reacting to the damage, which will affect you mentally.
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Edward
post Oct 16 2004, 06:48 AM
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Considering you can take physical damage while in the matrix I think the penalties should defiantly apply.

Edward
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Fortune
post Oct 16 2004, 06:50 AM
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You could probably add to that list any tests the character does while using Astral Projection. Stun Modifiers would still apply, but I'm not sure about Physical.
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Wutasumi
post Oct 16 2004, 06:53 AM
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QUOTE (Edward)
Considering you can take physical damage while in the matrix I think the penalties should defiantly apply.

Edward

What? Why does that matter? The ICE is sending biofeedback through the matrix, you still can't really feel it. Maybe stun damage, or RP tramalogical damage would go aganst you, but not phys.
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RedmondLarry
post Oct 16 2004, 11:08 AM
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Of course, Fortune and Wutasumi, I'm sure you're aware that book rules indicate that Physical wound penalties apply to tests made while Projecting or Decking. I assume Dashifen was asking for book rules, not house rules.
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Fortune
post Oct 16 2004, 03:36 PM
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QUOTE (OurTeam)
Of course, Fortune and Wutasumi, I'm sure you're aware that book rules indicate that Physical wound penalties apply to tests made while Projecting or Decking. I assume Dashifen was asking for book rules, not house rules.

Yeah I know. I was actually responding to Wutasumi's post, stating that if he was exempting jacked-in Deckers, then he should also make an exception for Astral mages.

Sorry for the confusion. I need to quote more I guess. :)
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Backgammon
post Oct 16 2004, 03:57 PM
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QUOTE (mfb)
and drain.

Wait, WHAT??? Are you serious? We've always added injury to drain. If that's not true, it's seriously going to affect how our mages play. Are you sure? I checked in the BBB and it says:

QUOTE

No target modifiers apply to this test except where specifically noted


Injury doesn't apply?
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toturi
post Oct 16 2004, 04:09 PM
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QUOTE (Backgammon)
QUOTE

No target modifiers apply to this test except where specifically noted


Injury doesn't apply?

No, it does not. Any mod that affects Drain Resistance must state specifically that it does.
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Wutasumi
post Oct 16 2004, 04:54 PM
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But I also thought maybe it was in the book, and players were arguing with the book.
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Ombre
post Oct 16 2004, 05:03 PM
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For a long time we played exactly like you , Backgammon...and actually I still have a problem not applying wound modifiers to Drain...after all, if a magician is wounded, how come pain doesn't interfere with his/her capacity to handle drain? It must be quite a challenging thing to become a sort of conductive material for astral energy coursing through your body, and I guess pain could distract you and make this feat much more difficult...
On top of that, drain Target Numbers are not such a big deal since 2nd ed (don't you remember 2050 when a Force 5 spell had a Drain TN of 5 instead of 1/2 Force ?) so it seems to me that wound modifiers could balance the game...after all your chromed-to-max street sam suffers from wound modifiers (okay, okay, unless he's got some niffty pain editor/trauma damper bioware)...
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Wutasumi
post Oct 16 2004, 05:07 PM
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I never had a problem with it, the logic is that when you put magical force through your body, that because your body is held together by magic (At least thats how I interpreted essence) it dosn't affect your body in any way, because it kinda is your body.
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Ombre
post Oct 16 2004, 05:13 PM
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I'm not sure I can agree...after all handling drain is Willpower test, not a Body Test, which , IMHO, implies that it is an act of will, that you have to concentrate and focus yourself on the delicate task of controlling the flux of raw mana running through your body/aura...as such, pain should be a handicap and make it harder to concentrate, hence wound modifiers on the drain resistance test...
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The White Dwarf
post Oct 16 2004, 06:47 PM
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OK Backgammon and Tortui. I see the reference, and the reading of it. Is that the clearest spot where this reading is supported? Weve had it both ways and if theres a clearer spot Id be glad to have it pointed out to me.
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Arethusa
post Oct 16 2004, 08:18 PM
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I'm with Ombre on this one. Anyway, I shot an email over to shadowrunrpg.com to get an official ruling, so should be resolved in a few days.
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mfb
post Oct 16 2004, 09:10 PM
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when astrally projecting, you use Willpower to resist damage. should you take wound mods for that, too?
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Backgammon
post Oct 16 2004, 09:17 PM
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We consider it a huge game balance thing also. Currently, mages have to be real careful about taking drain, cause when you start you don't stop. A mage with Serious stun isn't even going to try to cast anything, or he'll probably pass out. If injury doesn't apply to drain, then that totally changes the risk mages face. Not being able to cast spells very well because you have TN mods is one thing, not even trying cause you'll pass out is another.

That makes mages definatly more limited in our games, but that's not necessarely a bad thing. Magic IS very powerful, and this definatly curbs it. When we do have mages playing, they have to plan what spells they're gonna use and that plan always involves a "by then I'll be too drained to support anymore" phase.

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mfb
post Oct 16 2004, 10:22 PM
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*shrug* your game, i guess. it's never been a problem, in the games i've played.
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Backgammon
post Oct 16 2004, 11:30 PM
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Yeah... we've never played otherwise is all. If we changed now, it'd be weird. Had we always played with wounds not affecting drain, there wouldn't be a problem I guess. It's just switching between the two is a huge differance.
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toturi
post Oct 16 2004, 11:32 PM
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To me, Drain Resistance is just another form of Damage Resistance except you are doing it to yourself.
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