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Angelstandings
I totally agree with the above post, but alas, no hard rules on the matter... I, personally, never liked the idea of active foci being able to be directly attacked and destroyed from the astral. Seems like one of those things that only an asshole GM would do, as my players never did it to the enemy even when they had the chance. (i.e. there are better things to do on your turn). However, it just would not make sense (as far as magic makes sense) if the option to do so didn't exist at all.

As far as foci go, could the same rules apply as taking down a barrier? Seems fair enough.

The Dispelling rules look promising at first, but it specifically states that you have to be on the same plane as the target.
Cold-Dragon
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Due to awkward reading error (not going to the last page. doh!)
Angelstandings
Heh, yeah, I hate the sheer amount of written rules in DnD 3.x... It's like you don't need a DM anymore.

I'm fully capable of house-ruling stuff on my own, but I so enjoy throwing ideas around on these forums biggrin.gif


EDIT: Oh no you don't!!! Hahaha... gotcha! rotfl.gif
QUOTE (Cold-Dragon)
We probably don't have it thanks to an earlier comment of 'letting the GM deal with these sort of things'.

That's one of the benefits of SR over DnD - it has some flexiblity so that a DM can permit and forbid particular things based on their intent.

f-l-e-x-i-b-i-l-i-t-y

Similar to:

s-e-n-s-i-b-i-l-i-t-y

which implies that when your players find an exploit or clever mood, you decide if it has consequences or not. If it starts spoiling gameplay, it's the GM's job to try and fix it.

last I checked anyways.
TinkerGnome
QUOTE (Angelstandings)
As far as foci go, could the same rules apply as taking down a barrier? Seems fair enough.

One would think. A focus that gets zapped just deactivates, though.
Angelstandings
QUOTE (TinkerGnome)
QUOTE (Angelstandings @ Feb 3 2006, 12:52 AM)
As far as foci go, could the same rules apply as taking down a barrier?  Seems fair enough.

One would think. A focus that gets zapped just deactivates, though.


Could you elaborate, please? I'd like to hear your take on active foci that are attacked astrally... Do you have something house-ruled for it?
Cold-Dragon
Foci would become the 'ultimate' tool if they were only temporary in destruction - it's the commlink/spirit that never needs a repair job or neve becomes unbound/unusuable.

Mind, I wouldn't mind a way of 'turning them off' when they're not in use, so you can bypass some barriers.

and yes you did catch me, lol. I suppose it can stay. nyahnyah.gif wink.gif hehe. FIrst time that's happened to me before.
Brahm
QUOTE (Angelstandings @ Feb 3 2006, 12:32 AM)
Could you elaborate, please?  I'd like to hear your take on active foci that are attacked astrally...  Do you have something house-ruled for it?

That was definately true in SR3. I'm pretty sure it also is in SR4 too as SR4 has no rules for the permanent destruction of foci like SR3 did. Other than the obvious destruction of the physical object.

Curiously SR4 is also missing rules for unbinding from foci. That must been pushed off to Street Magic, or was just accidentally left out.

QUOTE
Mind, I wouldn't mind a way of 'turning them off' when they're not in use, so you can bypass some barriers.


Just deactivate the focus. It isn't dual natured when deactivated. You can't use it of course till you reactivate it, so if it is a Sustaining focus you need to recast and if it is a Counterspelling focus you are vulnerable till you reactive. But other than that you are good.
TinkerGnome
There's nothing specific about what happens to a focus in astral combat (just as there's nothing that explicitly states that you can attack one), but it follows from the rules for wards (which is basically smashing your focus into an astral brick wall). The rule for deactivating a focus (free action) is in the section on activating foci.
hobgoblin
QUOTE (TinkerGnome)
Of course, the same logic applies to spells, too. So it may be that spells can be attacked as well, if the GM wishes.

in SR2 you could intercept a spell if you where astraly projecting and had a action held (i think). why they dropped that in SR3 i dont know (but i understand why they dropped the bit about grounding. nice trick but to much of a headache for the gm).

hell, that intercept trick was even used in the story in SR2 (along with a failed attempt at grounding. the magican trows something away that then goes poof in mid air...)

man i love that story biggrin.gif
Angelstandings
QUOTE (Brahm @ Feb 1 2006, 09:58 PM)
Bring it down to Skill rating equal to 1/2 force, which has been suggested here several times, to clear up a lot of these problems.

I was thinking about that and how I didn't like how it reduced the effectiveness of reasonable force spirits, so I thought about it and came up with the formula: (Force +3)/2 (round up) with a maximum equal to Force. It's probably best shown in a simple chart:

Blah, made another thread about this that no one seems to care about frown.gif
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