![]() |
![]() ![]() |
![]() |
![]() ![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 ![]() |
Hi all,
I have this recollection that the force of a spell limits the available successes that can be rolled while casting it. Any excess successes would be discarded. I was positive that I read this in the SR3 book, but when I went looking for it I couldn't find it. Am I thinking of a previous edition of SR or confusing the basic rules with a house rule? ie. I roll 10 dice while casting a Force 3 spell with TN4. This should give 5 successes, but because the force of the spell is 3, I can only count 3 of the successes. Any help appreciated. Thanks, Chris |
|
|
![]()
Post
#2
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,133 Joined: 3-October 04 Member No.: 6,722 ![]() |
I think you're confusing it with a house rule.
|
|
|
![]()
Post
#3
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,066 Joined: 5-February 03 Member No.: 4,017 ![]() |
I think there was something like that in relation to spell pool usage in one of the older editions (where you rolled the spell's force as base dice and sorcery just provided spell pool). However, the only old rules I read recently are the 2nd edition anchoring rules, so I could be wrong.
Wait, misread. Some spells limit effective successes by thier force, it's in the specific spell description. Extra successes aren't discarded, they still apply against dispelling, but bring no further benefit from the primary spell effect. |
|
|
![]()
Post
#4
|
|
Moving Target ![]() ![]() Group: Members Posts: 403 Joined: 27-August 02 From: Scotland Member No.: 3,175 ![]() |
I'm pretty sure that, as a rule, most spells aren't limited in successes by the Force in SR3. Some are limited, but it mentions this specifically in the description.
We play with a house rule that you can't get more successes (or more of a bonus, where applicable, for things like Increase (Attribute)) than the Force of the spell. Stops idiots running around with Force 1 Improved Invis spells with 12 successes. In my opinion a low force spell should never be unbeatable like that. Anyway, could well be a carry over from the good old days of SR2 in our case. |
|
|
![]()
Post
#5
|
|
It's for winners ![]() ![]() Group: Dumpshocked Posts: 523 Joined: 8-February 05 From: Wiltshire with da shooty stuff Member No.: 7,067 ![]() |
:grinbig:
It alldepends on the spell as in some spell descriptions it claerly staes the number of sucesses, eg treat or heal spells. torz x :spin: |
|
|
![]()
Post
#6
|
|||
Moving Target ![]() ![]() Group: Members Posts: 376 Joined: 14-July 03 Member No.: 4,928 ![]() |
I completely agree. We house-ruled that illusions spells could have no more successes for the purpose of resistance than 1.5 x Force of the spell, round up. However, if you had 6 successes on a Force 2 spell, then for purposes of Dispelling only, it counted as 6 successes. For Resistance it had 3 successes (Force 2 x 1.5, round up = 3). |
||
|
|||
![]()
Post
#7
|
|
Moving Target ![]() ![]() Group: Members Posts: 292 Joined: 24-September 04 Member No.: 6,701 ![]() |
By Canon, no, there is no such broad-based limitation in SR3. But most spells are limited to some degree by their Force.
Levitate's speed is based on Force. Increased Attribute won't go more than its Force. Max Str/Quick of Magic Fingers won't go over Force. ...etc... Most combat spells are not directly limited like this, but countering that, the Force is the target number that the opponent must roll to try to avoid the spell. So yes, while there's no "limit in successes" per say, how many Net-Successes (and thus final damage Staging) you will get will be strongly affected by the Force of the spell. Check each spell's specific description for details. |
|
|
![]()
Post
#8
|
|||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
Spells like Heal or Treat fall into this category, you can get 10-successes, but you cand only heal up to the Force of the spell. There are others, but this is more the exception than the rule. However in more standard fashion, you can't add more pool than skill dice for the Sorcery Test. This is one of the bigger magic changes from SR2 to SR3, where in SR2 you'd roll the Force of the spell instead of Sorcery Dice. |
||
|
|||
![]()
Post
#9
|
|
Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
It does allow some really scary things though ;)
Force 2 (deadly) manabolt.. by someone with really high spellpool and sorcery.. (8 in both).. well.. you can get a lot of successes with that, and all you have to do is get more than they have willpower and you've killed them. It's not the spell or force in that case that's doing the killing though, it's just how good the person is at throwing the spell |
|
|
![]()
Post
#10
|
|||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
This works the same way as using a gun does in SR, with enough successes targets can't do anything but die. |
||
|
|||
![]()
Post
#11
|
|
Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
I know -- it's just that the threshold of successes tends to be lower than with a gun. You can dodge the shot, and soak it, so you can do a lot better. Against a spell, you just have willpower and/or spell defence if the mage really likes you, so it takes fewer successes..
And a force 2 manabolt at deadly is just TN 2 + wound modifiers to resist drain on.. Can go all the way up to force 4 with no measurable difference (base TN stays at 2), and it's even more pronounced there. |
|
|
![]()
Post
#12
|
|||
Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Nitpick: Up to Force 5 with no change ... Drain rounds down. :) |
||
|
|||
![]()
Post
#13
|
|||||
Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Shoot.. I need to up my Magician Adepts spells.. he's only throwing force 4.. poor guy.. he's got to write them at higher force to be able to do it.. Not that it matters :P My GM loves keeping us at serious stun. We spend a large amount of the time during major runs like that. At least we haven't woken up on the edge of Seattle with nothing but our pants in a couple years (game-wise). |
||||
|
|||||
![]()
Post
#14
|
|||||
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 ![]() |
A list that I wrote up a while back when the same question came up in our group:
|
||||
|
|||||
![]()
Post
#15
|
|||
Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
I didn't think wound modifiers applied to drain resistance tests. |
||
|
|||
![]()
Post
#16
|
|
Free Spirit ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,950 Joined: 26-February 02 From: Bloomington, IN UCAS Member No.: 1,920 ![]() |
Shapechange/Transform are surely limited by force. Oops, successes aren't limited by force.
Successes in casting Fashion are added to force (2:1) to effect armor rating. |
|
|
![]()
Post
#17
|
|||
Moving Target ![]() ![]() Group: Members Posts: 292 Joined: 24-September 04 Member No.: 6,701 ![]() |
Your example is correct, but extreme. Someone with a Sorcery 8 is a world-class caster (SR3, p98-99); the number of people who get up that high are very few (assuming your group uses Canon rules on skill advancement in terms of time, Karma and Target#). A base Spell Pool of 8 is also extremely hard to get; you're talking about an average Int, Wis, and Magic scores of 8 or more. The alternative way, binding Power Foci, is easier, but again, that points to someone who's an elite spell thrower, not some punk caster-wannabe on the streets. The other thing to consider, if the target you're casting against has a Willpower of 8, even the above uber-caster will be lucky to get more than 3-4 successes. The target would only have to roll 4 success to shrug the spell off and with a Target# of 2 (the above mana bolt), that won't be hard. |
||
|
|||
![]()
Post
#18
|
|||
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,587 Joined: 25-January 05 From: Berkeley, CA Member No.: 7,014 ![]() |
Oh, it is. But successes aren't limited by Force, just the overall difference in change. Half of the spells in the latter category are limited by Force somehow, but they do not limit the success test in any way. To put it another way, you can change your body to +1 or -1 with a Force 1 Shapechange spell. But you can get as many successes as you want on the test (and in fact, you have to, because of the Threshold). |
||
|
|||
![]()
Post
#19
|
|||||
Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Don't know about canon, I do know they apply to us though ;) LinaInverse: You're absolutely correct about both. I deliberately set it up as an extreme case, although I've done similar to goons with sorcery 6, 5 spell pool, and a force 2 power focus, on a force 4 area spell. |
||||
|
|||||
![]()
Post
#20
|
|||||||
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
No this is true. Wound modifiers don't apply to drain or other Damage Tests, but do still effect TN for futures Sorcery Tests, etc. |
||||||
|
|||||||
![]()
Post
#21
|
|||
Moving Target ![]() ![]() Group: Members Posts: 292 Joined: 24-September 04 Member No.: 6,701 ![]() |
True Dawnshadow; almost every awakened Shadowrunner starts w/ a Sorcery of 6; most have spell pools of 5+. A Power Foci is harder, but at Force 2, that's not that hard. My concerns (if it were my character) is a Force 4 combat spell; that means on average, your opposition is going to score 50% successes. In our runs, the average target numbers I've seen are about 5-6 (we go up against semi-pros these days), which means the caster is only going to score 16.7%-33% successes. If the opposition have any mages playing Spell Def against me (which is slowly becoming the norm as we get stronger), it wouldn't be hard for them to blow my spells off. Yes, the mage has more dice, but with only a few unlucky dice, your spell will be hash. Don't forget; Combat spells are usually all-or-nothing affairs. And if it's the latter, you (the mage) have just painted a target on your chest by lighting up that spell (insert old Shadowrun axiom about geeking and mages...). For me, any spells that have to go against enemy opposition shouldn't be lower than Force 6; any less and you're asking to be resisted way too much for my taste.
Really? Where is this? If true, our group has been playing it all wrong. I had assumed that, once one starts taking damage and/or stun, everything gets harder and harder. |
||
|
|||
![]()
Post
#22
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
This is a thread around about this exact subject where I referenced 4 places in SR3. I'll see if I can find it.
It's one of the items that changed from SR2 to SR3. |
|
|
![]()
Post
#23
|
|
Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 ![]() |
Mmhmm. I agree 100%. Been working on getting his anti-personnel spells up, bit by bit, but, mostly because he's a shaman of Darkness (every time someone finds out that they go 'hmm. Never seen that one before') , he has to write them himself.
The only people the spell is any good against are goons really. Everyone else is will 6+ typically. The flip side, is that with the goons, there are typically a lot of them, so anything to clean their numbers out is a good thing -- especially when the drain isn't that high. Really does wonders on the surprise round. Throw everything, and the goons are resisting with only a few dice. Shielding and spell defense are the other things to worry about.. he'd stopped a lot of spells, up until he had to go toe-to-toe against a hermetic mage that threw force 10+ spells. Desperate defense just isn't enough. Haven't had mages defending against his spells yet -- the defense seems to be 'stunbolt' or 'manabolt' |
|
|
![]()
Post
#24
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
I can't seem to find the post I made, but here's another that asks the "does damage apply to drain test" question:
http://forums.dumpshock.com/index.php?show...l=sr3\.127 EDIT - Check SR3.126, 180, 183 This post has been edited by GrinderTheTroll: Feb 22 2005, 10:09 PM |
|
|
![]()
Post
#25
|
|
Target ![]() Group: Members Posts: 16 Joined: 22-February 05 Member No.: 7,109 ![]() |
Thanks everybody for the responses. I'll have to fess up to my gaming group that I was wrong. Maybe we'll just adopt it as a house rule to prevent the Unstoppable Manabolt 2 of DEATH.
In any case, thanks. I can stop looking in my book for that rule. :) Chris |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 25th July 2025 - 03:44 PM |
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.