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> Shadowrun 4: Magic
hahnsoo
post Aug 23 2005, 06:05 PM
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QUOTE (Ellery)
Okay. I forsee a lot of one- and two-box physical wounds from spellcasting being healed completely and nearly immediately by first aid and/or more spellcasting. In fact, with only a one-die penalty to worry about, I'd probably recommend always overcasting, since the penalty's not bad and you'll be back on your feet sooner.

Hrm, although because of the formula, the Stun damage boxes will always be equal to or less than Physical boxes when overcasting (since Stun damage will be at a lower Force). I guess it would highly depend on the spell. Certainly for Stunbolt, you could probably overcast into oblivion and only take at max 3 boxes to show for it (5 if you are really unlucky on your Drain Roll and you are chucking an ungodly Force 12 Stunbolt). Again, I'm still hunting through the rules about healing Physical Drain damage.
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Spookymonster
post Aug 23 2005, 07:25 PM
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What are animal spirits like? And someone mentioned something about picking a spirit's powers at summoning time?
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hahnsoo
post Aug 23 2005, 07:26 PM
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QUOTE (Spookymonster)
What are animal spirits like? And someone mentioned something about picking a spirit's powers at summoning time?

Like your typical wilderness Nature Spirit, except they also get powers to control animals. Every 3 Force points of the Spirit, you get to pick one additional power for the spirit from a list, specific to that Spirit.
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tisoz
post Aug 23 2005, 07:33 PM
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QUOTE (Ellery)
How about healing the same set of wounds more than once?

There was a little misinformation about this.

There is now the third way to treat wounds, by using Medicine. It is not meant to be used in combat. Each hit adds to your natural healing test, so should help reduce healing time. Yes, even physical wounds will heal naturally over time. A glitch on the healing test may kill you though, actually a glitch on the First Aid test may kill you.
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hahnsoo
post Aug 23 2005, 07:38 PM
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QUOTE (tisoz)
There is now the third way to treat wounds, by using Medicine. It is not meant to be used in combat. Each hit adds to your natural healing test, so should help reduce healing time. Yes, even physical wounds will heal naturally over time. A glitch on the healing test may kill you though, actually a glitch on the First Aid test may kill you.

Erm, this has been in SR3 since Man and Machine, under the Long-Term care rules. You can heal each set of wounds once by First Aid, followed by Magic. Then, when you are healing physical wounds normally, you can also get bonuses to your healing through the use of the Medicine skill.
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TheJackal
post Aug 23 2005, 07:41 PM
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QUOTE (tisoz)
QUOTE (Ellery @ Aug 23 2005, 11:32 AM)
How about healing the same set of wounds more than once?

There was a little misinformation about this.

There is now the third way to treat wounds, by using Medicine. It is not meant to be used in combat. Each hit adds to your natural healing test, so should help reduce healing time. Yes, even physical wounds will heal naturally over time. A glitch on the healing test may kill you though, actually a glitch on the First Aid test may kill you.

Actually, it's not a glitch that may kill you but a critical glitch. Be sure to note the difference as I've had people become irate because they didn't realize there was a "Glitch" (which is usually just an annoyance) and a "Critical Glitch" (Bad Things).
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Milo Simpkin
post Aug 23 2005, 07:41 PM
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Hmmm....all sounding interesting so far. Just a couple of further questions:

Ritual Sorcery: Can you still withhold dice to git the ritual to sustain the spell for you?

Increase Body: If you cast this on someone do they get more wound boxes? Just thinking that might be a quick way to get someone who has a full condition monitor up and about to hobble out for better healing later.

Thanks.
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Blacken
post Aug 23 2005, 07:44 PM
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Since stimpatches seem to no longer burn Magic points, is there any reason a mage wouldn't carry so many of these his pockets drag?
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hahnsoo
post Aug 23 2005, 07:47 PM
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QUOTE (Milo Simpkin)
Ritual Sorcery: Can you still withhold dice to git the ritual to sustain the spell for you?

I've read nothing in SR4 to that suggests this so far.
QUOTE
Increase Body: If you cast this on someone do they get more wound boxes? Just thinking that might be a quick way to get someone who has a full condition monitor up and about to hobble out for better healing later.
Yes. It even says so specifically in the Increase Attribute description.
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TheJackal
post Aug 23 2005, 07:47 PM
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QUOTE (Milo Simpkin)
Hmmm....all sounding interesting so far. Just a couple of further questions:

Ritual Sorcery: Can you still withhold dice to git the ritual to sustain the spell for you?

Increase Body: If you cast this on someone do they get more wound boxes? Just thinking that might be a quick way to get someone who has a full condition monitor up and about to hobble out for better healing later.

Thanks.

You sustain Ritual Magic just like Spell Casting, by taking a -2 sustaining modifier.

And yes, Increase Body does give you more Wound Boxes for as long as the spell last.
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Spookymonster
post Aug 23 2005, 07:47 PM
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Carry them? Hell, the Combat Mage is addicted to them!
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TheJackal
post Aug 23 2005, 07:49 PM
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QUOTE (Blacken)
Since stimpatches seem to no longer burn Magic points, is there any reason a mage wouldn't carry so many of these his pockets drag?

Stimpatches last Rating x 10 minutes. After they wear off you receive an additional point of stun so eventually you'll kill yourself if you keep using them.
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hahnsoo
post Aug 23 2005, 07:51 PM
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QUOTE (Blacken @ Aug 23 2005, 02:44 PM)
Since stimpatches seem to no longer burn Magic points, is there any reason a mage wouldn't carry so many of these his pockets drag?

Eep. I suppose not, although repeated use of Stimpatches may call for the player to make an Addiction test with Threshold 2 (according to the addiction table on p248). Then they might start seeking harder stimulants to keep their "edge", which may result in Essence Loss down the line.
QUOTE
You sustain Ritual Magic just like Spell Casting, by taking a -2 sustaining modifier.
I don't believe that was what the poster was asking. I think the poster was referring to the rule that you can have a ritualized spell sustain itself through the ritual by withholding some of your spellcasting dice.
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Milo Simpkin
post Aug 23 2005, 07:52 PM
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QUOTE (TheJackal)
You sustain Ritual Magic just like Spell Casting, by taking a -2 sustaining modifier.

Damn I always liked the idea of a Ritual mage who could buff a team for a few hours. Or who could ritually shapechange someone for an extended scouting session. Ah well.
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Blacken
post Aug 23 2005, 07:52 PM
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Still. System allows for even more twinkage. Whee.
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TheJackal
post Aug 23 2005, 07:55 PM
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QUOTE (Blacken)
Still. System allows for even more twinkage. Whee.

Yes, while it is possible to twink out it does do a lot to make sure you don't twink out too much at character generation. If you're really really good at one thing, then you're going to suck at everything else.
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Shadow_Prophet
post Aug 23 2005, 07:56 PM
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QUOTE (Blacken)
Still. System allows for even more twinkage. Whee.

Certainly no more than in sr3.
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Blacken
post Aug 23 2005, 08:09 PM
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QUOTE (Shadow_Prophet)
QUOTE (Blacken @ Aug 23 2005, 02:52 PM)
Still. System allows for even more twinkage. Whee.

Certainly no more than in sr3.

Not really, but in areas I consider far worse.
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Kesh
post Aug 23 2005, 08:43 PM
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Not sure if this is the right thread but, are their rules for playing a Ghoul or other humanoid in the critters section? BP cost?
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Blacken
post Aug 23 2005, 08:46 PM
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Such rules don't exist, as far as I know.
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tisoz
post Aug 23 2005, 09:06 PM
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QUOTE (hahnsoo)
QUOTE (tisoz @ Aug 23 2005, 02:33 PM)
There is now the third way to treat wounds, by using Medicine.  It is not meant to be used in combat.  Each hit adds to your natural healing test, so should help reduce healing time.  Yes, even physical wounds will heal naturally over time.  A glitch on the healing test may kill you though, actually a glitch on the First Aid test may kill you.

Erm, this has been in SR3 since Man and Machine, under the Long-Term care rules. You can heal each set of wounds once by First Aid, followed by Magic. Then, when you are healing physical wounds normally, you can also get bonuses to your healing through the use of the Medicine skill.

Ok, but didn't that require staying at the facility? Now it is like a trip to the prompt care clinic. I didn't see anything about remaining hospitalized. I thought I read that all wounds will heal over time without any healing at all. Only glitching on the time test could increase damage.

It used to be if your wound required hospitalization and you did not heed the need, you died. No ifs, ands, or buts.

Now you can get first aid within 12 hours (and actually reduce the damage level), naturally healing in the interim. Then you could get magical healing and actually reduce the damage level. Again healing naturallyy in the interim. And before or after (optimally to not bypass first aid) magical healing, you can be treated by someone with the Medicine skill, which should speed the rate of your natural healing.

It seems a lot easier and less expensive to heal from serious wounds than previous editions.
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tisoz
post Aug 23 2005, 09:09 PM
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QUOTE (TheJackal)
Actually, it's not a glitch that may kill you but a critical glitch. Be sure to note the difference as I've had people become irate because they didn't realize there was a "Glitch" (which is usually just an annoyance) and a "Critical Glitch" (Bad Things).

You are right, of course.

A glitch doubles the amount of healing time, a critical glitch adds more damage.
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tisoz
post Aug 23 2005, 09:13 PM
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QUOTE (Milo Simpkin)
QUOTE (TheJackal @ Aug 23 2005, 02:47 PM)
You sustain Ritual Magic just like Spell Casting, by taking a -2 sustaining modifier.

Damn I always liked the idea of a Ritual mage who could buff a team for a few hours. Or who could ritually shapechange someone for an extended scouting session. Ah well.

An elemental can sustain the spell, or a sustaining focus.
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hahnsoo
post Aug 23 2005, 09:15 PM
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QUOTE (tisoz @ Aug 23 2005, 04:06 PM)
Ok, but didn't that require staying at the facility?  Now it is like a trip to the prompt care clinic.  I didn't see anything about remaining hospitalized.  I thought I read that all wounds will heal over time without any healing at all.  Only glitching on the time test could increase damage.

It used to be if your wound required hospitalization and you did not heed the need, you died.  No ifs, ands, or buts.

Now you can get first aid within 12 hours (and actually reduce the damage level), naturally healing in the interim.  Then you could get magical healing and actually reduce the damage level.  Again healing naturallyy in the interim.  And before or after (optimally to not bypass first aid) magical healing, you can be treated by someone with the Medicine skill, which should speed the rate of your natural healing.

It seems a lot easier and less expensive to heal from serious wounds than previous editions.

I don't think it required a facility, although it helps (not being in a hospital or clinic applies a +2 penalty). I think my point is that these rules are simply transplanted (and simplified) rules from Man and Machine for long term care, which showed two ways of healing physical damage (one with medical care, one without medical care), both of which heal by the box (like SR4).

The only wounds that required hospitalization were Deadly wounds in SR3 canon, I believe.
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Rotbart van Dain...
post Aug 23 2005, 10:35 PM
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Is it possible to have multiple Mentor Spirits?
..so they can disagree about the best way... :D
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