Help - Search - Members - Calendar
Full Version: Direct Combat spells: Common misconception WRONG?
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
laughingowl
Has there been an 'official' full example of a direct combat spell being cast and the final result on a target?

I know that the common perception is direct combat spells are an oppose test:

Socery+Magic versus Body/willpoer + Counterspelling.

DV = Force + net hits.


Now the problem is most seem to think force+net hits are applied to the condition track.

Page 123 Under DAMAGE: Damage resitance tests

QUOTE
Unless otherwise noted,  a characters rolls Body + armor to resist damage. In some cases another attribute may be called for; willpower is often used in place of body....



Page 195
QUOTE
Direct Combat Spells:  Handle these as an opposed test.  The casters Magic + spellcasting is resisted by the targets Body (for physical) or willpower (for mana) plus counterspelling (if available). The caster needs to get at least one net hit for the spell to take effect. Direct Combat spells effect the target from inside so armor does not help with resistance..


While it notes that armor does not effect, No place does it directly state that the damage value is not prone to a damage resitance test.

So the spell takes effect if the casters gets one net effect, which means the target(s) take DV = Force + net hits. However like all damage the target (unless otherwise noted) gets a damage resitance test. So would roll body to soak this damage (or possibly will power).

Now so far in the two SR4 games I have been involved in the 'common' perception now that direct damage get the opposed test, then land the full damage havent caused problems, but then again players nor NPC have been casting very high force overcast spells and/or honestly havent played a huge roll.

However after the kill a great dragon thread I started looking, and the above references would lead me to belive you ARE supposed to get a damage resitance test and the only 'example' of a direct combat spell I can find is for the mage casting a powerbolt against a go-ganger. While it mentions being force 5 +3 for nets hits for a total dv of 8, it does NOT directly say that the ganger wouldnt get a resistance roll, but just goes to calculating drain for the mage.


I have searched the rules books, (havent tried my search fu here yet) and can not find an in print PROOF which way it is supposed to be. The common preception here and my initial one would be opposed test, then target records either noting (no net hits) or Force+net hits on condition track; however, after going through the books again and seeing the references above... I am not sure that is 'as written'

So not really looking for 'opinions' (well perhaps opions (not offical answers) from developers) but 'offical' clarifications.

Peace
Jack Kain
Ok first, your miss reading some stuff.

The opposed test is to resist damage. The go-ganger rolling his body is to resist the damage.

Dispite the line about armor, (which is a lie in most cases) you usually get half impact armor.
laughingowl
As written syntaxically

You

1: Chose a spell
2: Chose a force
3 Chose targets
4: Make spellcasting test
5: Determine effect (this is where the opposed roll comes in)
6: Resist Drain
7: Ongoing effects.


Now taken logicaly:

As written the Step 5 is done for ANY spell cast (well unless the target doesnt (or cant) rest).

Now this check is made if you cast a powerbolt, a orgasm, or a detox (if the character wanted to stay drunk).


This step is to see if the spell can effect the person aura AT ALL. IF target wins, then there is NO effect... It 'missed'

If the spellcaster 'wins' the spelldose take effect and is combat spells under damage say:

The base damage value of each spell is equal to its force ... Any net hits on the spellcasting test increase the DV by 1 per hit. Each spell description notes whether it is physical or stun damage.


Now here the are very clear at calling it damage Value not damage. Page 153: under damage is very clear that the damage VALUE is modified by a damage resitance to determine how much damage is recorded onto the condition monitor.


Rest assured I am not 'mis-reading stuff'. Grammatically the above is well within as written. It might not be the 'intent' but as written in the enligh language with no errata, You would get a damage resitance test.

Step 5: is NOT called a damage resitance check, it is 'Determine effect' and an opposed test. Nothing under spellcasting, or 'combat spells' says you do NOT get a a damage resitance test. The rules for 'damage' clearly state unless otherwise noted you DO get a damage resitance test.

Now this VERY easily could be a mistake lke the overcasting to be able to heal the damage done by your spell. The rules are to mean that drain can NOT be healed. ALthough 'as written' they do not actually say OVERCASTED physical drain can not be healed.

The rule are very open to mininterpertation, but as written they above is how the are written barring a missed rule I have over looked.

NOW like I stated the 'intent' very likely is otherwise (though personly I do find it a little hard to belive the intent is for direct combat spells to either have NO effect or to KILL, no middle ground), as written the rules are actually explicitly make it so you DO get a damage resitance test.

Which is why I was asking.

Is there a direct rule I missed That directly overides the 'unless otherwise noted' under damage. Is there a direct example of a spell being cast (and noted how many 'damage boxes' are filled in on a living entity getting hit by a direct combat spell in full details.

Or has a developer specifically stated any of the above.

Opions are not what I was really looking for as with the whole game people are free to house rule which ever way they want. The catch is as written you DO get a damage resitance test, which does not appear to be what most think the intent is.. the question is is their 'fact' that supports this as opposed to opion.



So can anyone point out:

1) A post from a developer stating the above is not the intent.

2) An offical publication (book, erratta, even FAQ), that states:
a) Direct combat spells are not eligable for the damage resitance test.
b) gives an full example of a direct combat spell being cast to include noting how many boxes of damage are filled in.



Now I am willing to accept the general concent is the above is wrong, even if it is as written, but am looking for hard information as to why it is wrong.

Fortune
QUOTE (Jack Kain)
Dispite the line about armor, (which is a lie in most cases) you usually get half impact armor.

No, half Impact Armor usually applies to Indirect Combat Spells. Direct Combat Spells always bypass Armor.
Fortune
As far as a Damage Resistance test ...

There are examples of Indirect Spells being cast in the book, which specifically describe the extra resistance test involved in that process. As it stands, there is no extra Damage Resistance test for Direct Damage Spells over and above the initial Willpower (or Body) + Counterspelling Resistance test.
Garrowolf
Read the example on page 196. It shows that the resistance test is rolled as the only damage resistance test. There is no second roll.

And damage value = damage
Jack Kain
In the case of direct damage spells step five is damage resistance.
Page 174
"A go-ganger is about to ride Raze down on
his motorbike, so Raze casts a Powerbolt at her. He
chooses Force 5 and rolls his Magic 5 + Spellcasting
4 (9 dice), and gets 4 hits. The ganger rolls her Body
3 to resist, and gets only 1. The base damage of the
Powerbolt is 5, increased by the net hits to 8—ouch!
The Drain Code for the Powerbolt is (F ÷ 2) + 1,
so Raze must resist 3 DV, rolling his Willpower +
Logic (he’s a mage)"

If you look at the example the ganger rolling her body is a damage resistance test kinda.
It was a force five + 4 hits, one of the hits was negated by the go-ganger's body.
Reducing the damage from 9 to 8.

It might be easier to say with a direct combat spell you dodge with your body instead of your reaction.
laughingowl
"The base damage is 5 increased to 8 by net hits -- ouch!"


No place does it say the ganger TAKES 8 damage and fills in 8 boxes. The example is incomplete.

Now if we take the one from 196 that garrowlf references which is a INDIRECT combat..

Sari .... get 3 hits, the drone gets 0 hits.... so net hits increase the base damage from 5 to 8 from net hits.

The drone has a body of 3 and armor 2 so it rolls 4 dice (body +half armor) to resist spell damage. The drone rolls poorly and gets 1 hit. it takes 7 boxes of damage."


The quote from page 174 never says 'the ganger takes 8 damage'. It DOES say the base damage is staged up from 5 to 8 from net hits.

The quote from page 196 gives a complete example (of a different type of spell) and states the base damage is up from 5 to 8 do to net hits on the step 5 'determining effect' of the spellcasting process. HOWEVER it goes on to explain how much damage the drone take, which is 7 after it makes it damage resitance test.

Page 174 never shows the 'damage' taken. It does state what the base damage of the attack is. 'Sorcery' or Combat spells never state damage resitance is not applicable, they DO state that as they are internal ARMOR is ignored (which is part of the damage resitance test NOT a 'determine effect' test of the the spellcasting process.

As written (even if not intended): Direct Combat spells get a opposed test to 'cancel' the spell and keep it from working, they would then get a damage resitance test (though all armor is ignored) to resist the actual damage.

"If you look at the example the ganger rolling her body is a damage resistance test kinda."

Nope it aint a damage resistance test, it is an opposed test to see if the spell took effect. Same as doding a 'bullet' from a gun.

The example does not tell us how much DAMAGE the go-ganger took.

To use a popular form on these boards smile.gif

"A go-ganger is about to ride Raze down on his motorbike, so Raze shots a predator and rolls his Agility 5 + Pistols 4 (9 dice) and gets 4 hits. The ganger rolls her reaction 3 to resist and gets only 1. The base damage of a predator is 5, increased by the net hits to 8 -- ouch! Raze must record the loss of one bullet from his ammo count"

In the example we never state how much damage the ganger records. We do state what the damage value of the attack is, but we do not go into determining how much damage the go-ganger actually takes.

The intent may be to take 8, as written in under the Magic and the Combat sections however, it is not.


So can anyone point out:

1) A post from a developer stating the above is not the intent.

2) An offical publication (book, erratta, even FAQ), that states:
a) Direct combat spells are not eligable for the damage resitance test.
b) gives an full example of a direct combat spell being cast to include noting how many boxes of damage are filled in.

Narmio
Pure sophistry, Loughingowl. All other such examples are complete. To suggest that this one would be left incomplete is just silly.
knasser
I'm of the opinion that you don't get a separate damage resistance test after the initial spell resistance roll. This is based partly on this being the most reasonable interpretation of the rules and partly on it so clearly needing clarification if it weren't the case that I the absence of such clarification as supporting evidence. But as you want RAW back-up rather than opinion, I'll take a crack at it. smile.gif

Argument for this:
1. Non-living targets are specifically stated as being allowed a damage resistance test (Body + Armour) against indirect combat spells. (SR4, pg. 174)
2. By clear implication in the wording of the above in the BBB, non-living targets don't get a damage resistance test against direct combat spells. Instead, they get a threshold.
3. Assuming that non-living and living targets are damaged in the same way by [all] combat spells, then, we can infer from (2.) that living targets don't get an additional damage resistance roll, either.

Corroborating Evidence:

QUOTE (SR4 @ pg.196)
Direct Combat spells cast against nonliving objects are
treated as Success Tests; the caster must achieve enough hits to
beat the item’s Object Resistance (see p. 174). Net hits increase
damage as normal (the object does not get a resistance test).


Again, the RAW explicitly state that for non-living targets, there is no separate damage resistance test. I believe that this is stressed because they use a threshold rather than an opposed test. The implication again clearly being that there is no additional damage resistance test beyond this initial threshold or resistance test for non-living or living targets respectively. If there were such a discrepancy then it would very definitely have required explicitly qualifying this.
Jack Kain
What Garrowwolf was pointing out on that page was this here below, He was not refering to the indirect combat spell example.

"Direct Combat Spells: Handle these as an Opposed
Test. The caster’s Magic + Spellcasting is resisted by the target’s
Body (for physical spells) or Willpower (for mana spells), plus
Counterspelling (if available). The caster needs at least one net
hit for the spell to take effect. Direct Combat spells affect the
target from the inside, so armor does not help with resistance."

OK NOW READ INDIRECT

"Indirect Combat Spells: Indirect Combat spells are
treated like ranged combat attacks; the caster makes a Magic
+ Spellcasting Success Test versus the target’s Reaction. If the
spell hits, the target resist with Body + half Impact armor
(+ Counterspelling, if available), with each hit reducing the
Damage Value. If the modified spell DV does not exceed the
modified Armor, Physical damage is converted to Stun"

Notice how under indirect they mention a DV resistence test but they don't under direct? If that doesn't convince you

If you look back under firearms you see damage resistence test in the steps. Go to explosives you see it there too. Its listed under melee combat too. The damage resistecne test is left out of direct combat spells because there is nothing beyond that opposed check.




Laughingowl, if you STILL don't see it. Email fanpro because you don't believe the book or any of us.
Critias
Toss my name in the ballot box for another vote that owl might be laughing, but he's still incorrect.
Jack Kain
QUOTE (Critias)
Toss my name in the ballot box for another vote that owl might be laughing, but he's still incorrect.

OH I will be so ticked! he made this topic as a joke.
Eben McKay
I think laughingowl has a point. For the sake of spell balance, I hope he is correct. None of my PCs will touch indirect combat spells, because they realize they're casting a spell which is resisted twice by the target and has much higher drain.

Honestly, can any of you naysayers explain the logic behind the (apparent) decision to make direct combat spells so strong and indirect combat spells so weak?

It sure ain't elemental effects, since there's not much use to acid that only burns for the round in which it is cast.
Critias
QUOTE (Eben McKay)
Honestly, can any of you naysayers explain the logic behind the (apparent) decision to make direct combat spells so strong and indirect combat spells so weak?

Tradition?
Eben McKay
I spit on tradition! Burn the houses!
knasser
QUOTE (Eben McKay @ Oct 24 2006, 07:37 AM)

Honestly, can any of you naysayers explain the logic behind the (apparent) decision to make direct combat spells so strong and indirect combat spells so weak?

It sure ain't elemental effects, since there's not much use to acid that only burns for the round in which it is cast.


Why are they so utterly weak? With direct, the target gets to roll Body or Willpower. With indirect they get to add their armour (good, but normally half-impact isn't that much) and they get a reaction roll to dodge (also good); but note that you're likely to hit them with a Magic + Spellcasting vs. Reaction so the dodge opportunity isn't so great when you balance it against the fact that they are staging down your damage rather than shrugging it off entirely. I.e. if they get a good roll against your Manabolt, they're fine, but if they get a good roll against your Flamethrower, they'll probably still be smoking a little bit. This is especially true when the enemy has counterspelling provided.

And depending on what level of power you're playing at, indirect combat spells can be more effective at taking out drones and other heavily manufactured scenery. To get those five dice to overcome resistance you need fifteen dice on average. That's not out of the question but you want to be rolling 18+ to reliably get the successes. Now your indirect combat spell has no such limitation (and that half-impact resistance still gives you a great edge over gunfire, usually).

Also, you didn't necessarily pick the best elemental effect:
Blast - great for taking down doors, walls, etc.
Ice - great for dealing with pursuit.
Electricity is great for taking out drones (read the rules on pg. 154) and Sand can be good sometimes, too.
Fire is just fun.

But ultimately, I don't see why indirect combat spells should be balanced against direct combat spells. The player can choose them or not. They have particular uses. I like the rock, paper, scissors element to Shadowrun. You have to make choices and you can't do that if everything has the same result. Indirect spells have some particular uses. A smart player (or GM) should recognise them and deploy appropriately.
rangda
QUOTE (Eben McKay)
I think laughingowl has a point. For the sake of spell balance, I hope he is correct. None of my PCs will touch indirect combat spells, because they realize they're casting a spell which is resisted twice by the target and has much higher drain.

Honestly, can any of you naysayers explain the logic behind the (apparent) decision to make direct combat spells so strong and indirect combat spells so weak?

It sure ain't elemental effects, since there's not much use to acid that only burns for the round in which it is cast.

IMO I think laughingowl has convinced himself that there should be a second resistance test and is searching for justification of such in the rulebook. I can see questioning the rules up to the point where someone points out the example; suggesting the examps is incomplete as a case for how you think rules should work is really going out on a very thin limb.

Regarding indirect damage spells, they are rarely worth casting because of the drain. There are two things to consider though. First, elemental spells unlike every other damage spell do not require LOS to the target(s) they require LOS (an an unobstructed path) to the target point. For single target spells this is obviously the same, but for area spells it means they work like Fireball in D&D, you cast the spell at a point in space (or some reference object if your GM is not that lenient) and the spell 'detonates'. This means you can hit someone hiding behind cover that you cannot see, at the cost of huge drain (DV 7 at force 5 ouch). Also, some of the elemental effects can be extremely annoying, for example electricity.

Have your players look at Blast (I think that the name, at work I cannot check), the non-elemental indirect spell. It's drain is a lot lower and it's useful for hitting targets in cover. (You will of course get a lot less hits because they get to dodge and soak but some damage is better than no damage.) It's basically the mage's equivalent of lobbing grenades (w/o the chunky salsa effect).

I think elemental spells are best left for prime runner type characters who can throw 20+ dice at the drain problem and actually have some chance of casting DV7-9 spells w/o taking boatloads of stun.
Wakshaani
Yeah, Indirect Combat Spells aren't even *considered* here, because, well, compared to Manabolt ... well, you can't compare 'em.

Fireblast = "Ow, hey, quiddit!"
Manabolt = "FRAK I'm dead!"

Sure would have been nice to just make them take the ususal 'Attack Roll' like everything else (Magic + Sorcery, defended by Reaction), then damage resistance by raw Body or Willpower sans armor.

THEN, things get more balanced.

Manabolt ignores armor, Firebolt uses half Impact armor, so does a hair less, but has cool elemental effects. Both can be dodged, giving non-magicals a chance to, you know, leap away from the attack.

Way less confusing and everything keeps the same style of resolution.

...

I think I have my second house rule. (Teh first being "Enhanced Articulation is Availability 20.")
Fortune
As has been said, the reasoning behind the 'additional' resistance test in the case of Indirect Spells could be explained in that their damage has to be 'staged' all the way down to nothing for the Spell to be ineffective. If a caster gets even 1 net success on his Force 4 Flamethrower Spell after his target's Reaction test, then 5 successes would be needed on a Body + half Armor test to completely shrug off the Spell.

Whereas with Direct Combat Spells the damage does not have to be staged below the 'base'. A Force 4 Manabolt cast with 3 successes needs only 3 successes on a Willpower/Body (+ Couterspelling) test to be completely resisted.
Fortune
QUOTE (Wakshaani)
I think I have my second house rule. (Teh first being "Enhanced Articulation is Availability 20.")

Enhanced Articulation is nowhere near as twinky in SR4. It only adds 1 dice to Physical Skills (a specific category of Skills) linked to a Physical Attribute. This specifically excludes all Combat Skills (a specific category of Skills).
Wakshaani
QUOTE (Fortune)
QUOTE (Wakshaani @ Oct 25 2006, 12:04 AM)
I think I have my second house rule. (Teh first being "Enhanced Articulation is Availability 20.")

Enhanced Articulation is nowhere near as twinky in SR4. It only adds 1 dice to Physical Skills (a specific category of Skills) linked to a Physical Attribute. This specifically excludes all Combat Skills (a specific category of Skills).

oh REALLY now?!

See, we didn't know this.

We've been having it handle Unarmed Combat, Pistols, teh works, just like before.

Which is why I was going to use the Brush of Doom to sweep it away.
Fortune
Much less twinkage than you thought ... or in SR3. wink.gif
Eben McKay
QUOTE (Fortune)
As has been said, the reasoning behind the 'additional' resistance test in the case of Indirect Spells could be explained in that their damage has to be 'staged' all the way down to nothing for the Spell to be ineffective. If a caster gets even 1 net success on his Force 4 Flamethrower Spell after his target's Reaction test, then 5 successes would be needed on a Body + half Armor test to completely shrug off the Spell.

Whereas with Direct Combat Spells the damage does not have to be staged below the 'base'. A Force 4 Manabolt cast with 3 successes needs only 3 successes on a Willpower/Body (+ Couterspelling) test to be completely resisted.

I understand the reasoning for the extra drain, but why have the direct combat spell missing a damage resistance check? The Body roll to "resist" the spell hitting in the first place doesn't count, because its mechanics follow the method of avoiding more than resisting.

As I see it, no other form of attack in the game disallows either a roll to avoid or a roll to resist damage, so what's so special about direct combat spells?
Lagomorph
Here's what came of it when I posted about this:

http://forums.dumpshock.com/index.php?showtopic=11927
Chandon
Let's compare Lightning Bolt to Mana Bolt for a second:

For three extra points of drain, you get the ability to target non-living things (generally worth 1 point of drain - see power bolt) and the elemental electricity effect (easily worth 2 points of drain - have you read it?).

The other change is that the target gets a reaction roll to avoid the spell, but they have to completely resist the effect of the spell to take nothing. Giving the way electrical damage works, this is a *really good deal*.
kzt
QUOTE (Chandon)
Let's compare Lightning Bolt to Mana Bolt for a second:

[snip]
Giving the way electrical damage works, this is a *really good deal*.

Of course, the interesting bit about this is that electrical damage is defined as stun, and the spell lightbolt/ball say it's physical damage. Not sure what they meant here.
Eben McKay
QUOTE (Chandon)
The other change is that the target gets a reaction roll to avoid the spell, but they have to completely resist the effect of the spell to take nothing. Giving the way electrical damage works, this is a *really good deal*.

Whether they are using Body or Reaction to avoid the spell, they are still avoiding it. With the lightning bolt, yes, the target has to completely resist the effect of the spell to take nothing. However, the manabolt doesn't even give them that chance.

Which is my entire point. Avoiding a manabolt with Willpower is the same as avoiding a lightning bolt with Reaction. What is missing is resisting the damage for manabolt.
Eryk the Red
The big difference comes when dealing with magical defenses: Counterspelling is added to the damage resistance roll, rather than the reaction roll, for indirect spells. Magical defenses help reduce the damage, but are less likely to help you resist completely.
knasser
QUOTE (kzt)
QUOTE (Chandon @ Oct 24 2006, 01:48 PM)
Let's compare Lightning Bolt to Mana Bolt for a second:

[snip]
Giving the way electrical damage works, this is a *really good deal*.

Of course, the interesting bit about this is that electrical damage is defined as stun, and the spell lightbolt/ball say it's physical damage. Not sure what they meant here.


They're listed as Physical type spells. Not quite the same thing. This simply means that they're not mana spells and are resisted with physical attributes rather than mental (Willpower) and can't be cast against purely astral targets. That's definite.

Possibly more open to interpretation is how you resist it, though the electricity rules say Body + Willpower to avoid being shocked. It ain't just stun damage. Maybe you're supposed to apply both?
Chandon
QUOTE
Of course, the interesting bit about this is that electrical damage is defined as stun, and the spell lightbolt/ball say it's physical damage.

That's actually sort of amusing; the book directly contridicts itself there. I'm pretty sure they meant "Lighting Bolt is treated as Electricity damage (Page 154), except that it's physical damage rather than stun."
2bit
QUOTE (knasser)
They're listed as Physical type spells. Not quite the same thing.

read again, it's a physical spell that also does physical damage. All elemental combat spells are physical, and deal physical damage. Street Magic actually lists this as a requirement when designing one.
laughingowl
First:

As I mentioned several time.

I understand the consensus is: no secondary damage resitance roll

Right now I am honestly undecided if it is a problem. SO far in my games it isnt, but then the ones I play with have learned abusing the system isnt a good idea and play for the role-playing aspect not the roll-playing aspect.

If it becomes a problem, I will change it (most likely to give a secondary resist). I am totally comfortable with making house rules.

My point is has this every been raised and 'offical' answered.

Going through the books after the 'Great Dragon vs. Noob Mage' thread I will say Combat spell in general seem a little hinky in the new system.

The whole concept, of combat spells, seem to go against how every other spell work.

For all non-combat spells force normally CAPS the sucess rather then count as sucesses.

For combat, force actually makes the spell 'stronger'


Levitate- 100 with one net sucess can lift 200kg
Levitate-2 with 1 net sucess can lift 200kg

Heal-200 with 1 net sucess heals 1 box
Heall 1 with 1 net sucess heals 1 box

Why does
Manabolt-100 with one net sucess do 101 boxes of damage
Manabolt-1 with one net sucess do 2 boxes of damage.


laughingowl
QUOTE (Narmio)
Pure sophistry, Loughingowl. All other such examples are complete. To suggest that this one would be left incomplete is just silly.

Umm sow me one other COMPLETE example where damage is actually stated as being recorded!

The only one that states it is the attack against the drone (at least in core, have not done a full re-read of Street magic yet).

Every other example never goes through all the steps. The 'Standard' for the italic examples is to show the 'one part' the are explaining the step the are talking about.

Can you point out one example besides the drone attack, matching your: "All other such examples are complete."
kzt
QUOTE (laughingowl)

The only one that states it is the attack against the drone (at least in core, have not done a full re-read of Street magic yet).

They also missed pointing out that you need 4 levels of success before the spell affects a drone if I remember Franks recent comment correctly.
Eleazar
QUOTE (laughingowl)
First:

As I mentioned several time.

I understand the consensus is: no secondary damage resitance roll

Right now I am honestly undecided if it is a problem. SO far in my games it isnt, but then the ones I play with have learned abusing the system isnt a good idea and play for the role-playing aspect not the roll-playing aspect.

If it becomes a problem, I will change it (most likely to give a secondary resist). I am totally comfortable with making house rules.

My point is has this every been raised and 'offical' answered.

Going through the books after the 'Great Dragon vs. Noob Mage' thread I will say Combat spell in general seem a little hinky in the new system.

The whole concept, of combat spells, seem to go against how every other spell work.

For all non-combat spells force normally CAPS the sucess rather then count as sucesses.

For combat, force actually makes the spell 'stronger'


Levitate- 100 with one net sucess can lift 200kg
Levitate-2 with 1 net sucess can lift 200kg

Heal-200 with 1 net sucess heals 1 box
Heall 1 with 1 net sucess heals 1 box

Why does
Manabolt-100 with one net sucess do 101 boxes of damage
Manabolt-1 with one net sucess do 2 boxes of damage.

I will answer your question if you answer mine laughingowl. Why do guns have a base DV? Why aren't they just done by net successes? Heck, why are all weapons done this way? Why does a 10DV gun with 1 net success do a modified DV 11 and not just 1DV? After answering these questions maybe you will see why it is so self explanatory.

As an Elf adept with agility out the wazoo I can do a lot of damage with guns. Heck, I can make many flavors of mundane characters all with around 22-25 dice for a combat related active skill dicepool. It is up to the GM to keep things in line in these cases. No starting character should be allowed to have dicepools that large. Not only that, these characters usually aren't any fun to play to begin with. They usually aren't too well rounded and highly specialized. These type of problems are supposed to be resolved by common sense. It is GM's job to accept the characters for their campaign. If you accept characters that are obviously made to abuse the system, that is your own fault. You can't blame the rules. The root of the problem here isn't the rules, but that characters are being allowed to be played that should have been refused outright. Unless your playing a campaign with emo samurai there isn't any reason to have characters like this.

laughingowl
QUOTE (Eleazar)
QUOTE (laughingowl @ Oct 24 2006, 07:40 PM)
First:

As I mentioned several time.

I understand the consensus is:  no secondary damage resitance roll

Right now I am honestly undecided if it is a problem.  SO far in my games it isnt, but then  the ones I play with have learned abusing the system isnt a good idea and play for the role-playing aspect not the roll-playing aspect.

If it becomes a problem,  I will change it (most likely to give a secondary resist).  I am totally comfortable with making house rules.

My point is has this every been raised and 'offical' answered.

Going through the books after the 'Great Dragon vs. Noob Mage' thread  I will say  Combat spell in general seem a little hinky in the new system.

The whole concept, of combat spells,  seem to go against how every other spell work.

For all non-combat spells force normally CAPS the sucess rather then count as sucesses.

For combat, force actually makes the spell 'stronger'


Levitate- 100  with one net sucess can lift 200kg
Levitate-2 with 1 net sucess can lift 200kg

Heal-200 with 1 net sucess heals 1 box
Heall 1 with 1 net sucess heals 1 box

Why does
Manabolt-100 with one net sucess do 101 boxes of damage
Manabolt-1 with one net sucess do 2 boxes of damage.

I will answer your question if you answer mine laughingowl. Why do guns have a base DV? Why aren't they just done by net successes? Heck, why are all weapons done this way? Why does a 10DV gun with 1 net success do a modified DV 11 and not just 1DV? After answering these questions maybe you will see why it is so self explanatory.

As an Elf adept with agility out the wazoo I can do a lot of damage with guns. Heck, I can make many flavors of mundane characters all with around 22-25 dice for a combat related active skill dicepool. It is up to the GM to keep things in line in these cases. No starting character should be allowed to have dicepools that large. Not only that, these characters usually aren't any fun to play to begin with. They usually aren't too well rounded and highly specialized. These type of problems are supposed to be resolved by common sense. It is GM's job to accept the characters for their campaign. If you accept characters that are obviously made to abuse the system, that is your own fault. You can't blame the rules. The root of the problem here isn't the rules, but that characters are being allowed to be played that should have been refused outright. Unless your playing a campaign with emo samurai there isn't any reason to have characters like this.

Well ok:

A gun is a two step process.

1) You attempt to put the bullet into the person. Which is opposed shooting versus dodging.

2) Then the bullet attempts to damage the person which is a matter of the size and speed of the bullet (base damage) and where it hit (net results of the shooting contest).


Much the same as a indirect combat spell.

Although your question doesnt really apply.

Since EVERY other type of SPELL.. Force has NO effect on how strong the magic is save for a possible cap....

COMBAT spells though force directly makes the spell more powerfull.


One thing I am strongly thinking of doing which I think might work well.

Diect Combat spells:

Base Damage is gross hits on spellcasting test (capped at force).
Applied damage equals gross hits + net hits. (as opposed to force + net hits)

This would atleat follow the same concept as every other type of spell (force does not make the spell 'stronger' merely makes it POSSIBLE for the spell to be stronger.

Makes the spell damage depend on the skill of the caster, (and how well they roll) not just on the raw 'force'.
Fortune
So, in other words, you intend to pretty much totally gimp Direct Combat Spells.
toturi
Direct Combat Spells work differently from other spell types... so? That's the canon RAW. House rule it as you will, but know that the net effect is that you are gimping Direct Combat Spells vis a vis other combat options.
knasser
QUOTE (2bit)
QUOTE (knasser @ Oct 24 2006, 02:26 PM)
They're listed as Physical type spells. Not quite the same thing.

read again, it's a physical spell that also does physical damage. All elemental combat spells are physical, and deal physical damage. Street Magic actually lists this as a requirement when designing one.

I'm not finding this. SR4, pg. 197, the spell description says that the spell does Electricity Damage (pg. 154) which states electricity damage is stun damage with a secondary Body + Willpower test to resist temporary incapacitation. I suppose that the section on Damage Value earlier says that Spells either cause Physical or Stun damage and by default, you would take these types from the spell summary. But the specific overrides the general and Lighting Bolt is a Physical spell that does electrical (stun) damage.

@laughingowl I don't recommend you add a damage resistance roll to direct combat spells. It makes them significantly weaker. I don't see why you have a problem with increased force making the spell "stronger" as that is what it is supposed to do. You seem upset by the lack of symmetry with gun rules. But that is what Indirect Combat spells are for. They send an attack that you can resist as normal damage. Combat spells are something more "magical".
laughingowl
knasser:

QUOTE
You seem upset by the lack of symmetry with gun rules

I dont have a problem with lack of symentry with GUNS.. ..


QUOTE
I don't see why you have a problem with increased force making the spell "stronger" as that is what it is supposed to do.


Force is NOT suppsoed to make spells stronger. None of the other spells (outside of combat) get 'stronger' with force. The POTENTIAL to get stronger is with force, but the spell casting is what makes it stronger.

It would be swell if I could heal 13 boxes of damage by getting on net sucess on my force 12 heal spell.

It would be swell if I could add 13 points of armor to myself with a force 13 armor spell

It would be swell if if my stealth force 12 spell meant somebody had to get atleast 13 sucess on a perception test to see me.

It would be swell if my force 12 combat sense gave me atleast 13 dice to all my ranged/melee defense rolls.

NONE of the other spells get more powerful with force.

I have a problem with lack of symentry with all other spells. No other type of spell does FORCE make the spell more powerful. It makes the potential for the spell to be more powerful.

Levitate force 1000 with one sucess lift 200kg.
Levitate force 1 with one sucess lifts 200kg.

Why does manabolt force 1000 with one sucess do 1001
yet manabolt force 1 with one sucess do 2

My other problem is that with damage being a minimum of force+1. A starting mage can almost 100% likely (if they live to go) do 13+ points of damage to something. As pointed out in the great dragon vs noob mage thread. While one mage is not likely to do it. two starting level build mages can almost certainly take out a Great Dracoform (from the base stats).

As is direct (especially) combat spells are very much all or nothing. Its dead or nothing happens.
Narmio
QUOTE (laughingowl)
A starting mage can almost 100% likely (if they live to go) do 13+ points of damage to something.

Are 6 Magic mages who routinely cast Force 12 Stunbolt really that common in your games? They seem to crop up in every one of your threads.

You know, maybe *that's* the problem.
Eben McKay
QUOTE (toturi)
Direct Combat Spells work differently from other spell types... so? That's the canon RAW. House rule it as you will, but know that the net effect is that you are gimping Direct Combat Spells vis a vis other combat options.

Can you back up this statement? I think the entire reason laughingowl put "Common Misconception WRONG?" was because he believes the way people have interpreted the main book is incorrect, possibly due to an editing mistake in the main book. That is why we're all having this discussion at the moment.
Fortune
Well, if it is an editing mistake, the same mistake has been made in pretty much every edition to date. Direct Combat Spells have always worked the manner they are stated to work in SR4 in relation to (what ar now called) Indirect Combat Spells.

This is because the Direct Combat Spells are supposedly manipulating pure mana to affect the target, so the target does not get to Dodge (which is a Reaction test).

Indirect Combat Spells, on the other hand, create an actual element to cause damage to the target. Because this element is actually physical, the target does get to Dodge in this case (the Reaction test).

Now we are up to the same place, where a Resistance test is made. Willpower or Body are used alone in the case of Direct Combat Spells, as we are still basically dealing with pure mana and Armor would not help. It does help when resisting the purely physical effects of Indirect Combat Spells though, at least partially, as it is halved (like with all similar effects like grenades and such) before being added to the Body test.

There really is no extra resistance test involved. The only difference is that the purely physical nature of Indirect Combat Spells allow the target a chance to dodge the effects, even if only partially, while there is no real way to physically dodge the purely mana-related Direct Combat Spells.
toturi
QUOTE (Eben McKay @ Oct 25 2006, 08:22 PM)
QUOTE (toturi @ Oct 24 2006, 09:20 PM)
Direct Combat Spells work differently from other spell types... so? That's the canon RAW. House rule it as you will, but know that the net effect is that you are gimping Direct Combat Spells vis a vis other combat options.

Can you back up this statement? I think the entire reason laughingowl put "Common Misconception WRONG?" was because he believes the way people have interpreted the main book is incorrect, possibly due to an editing mistake in the main book. That is why we're all having this discussion at the moment.

I am willing to accept the "Damage Resistance Test" argument, simply for argument's sake. But what I was refering to in my post was the way combat spell Force and net hits interacted. It is simply different from other spells - that Force-net hit interaction is canon.

QUOTE
Shadowrun includes four types of combat: ranged combat, melee, astral combat, and cybercombat.


Are Combat spells any part of combat? Yes, but by defination only when mana spells are used as part of an astral attack or only peripherally as part of a Touch range spell(and since damage is not dealt by the touch attack, the point is moot). So I'd accept "Damage Resistance Test" for combat spells only if it is used for Astral Combat. Combat Spells are neither ranged attacks nor melee attacks and are quite obviously not cybercombat. In fact, they are not combat as it is defined in SR4. Combat spells may use elements of the normal SR4 combat system and in some cases are function very similar to range attacks; in many cases there are parellels to normal combat, but they are not normal combat. That's why hey have their own rules: It's Magic. biggrin.gif
2bit
QUOTE (knasser)
QUOTE (2bit @ Oct 24 2006, 07:08 PM)
QUOTE (knasser @ Oct 24 2006, 02:26 PM)
They're listed as Physical type spells. Not quite the same thing.

read again, it's a physical spell that also does physical damage. All elemental combat spells are physical, and deal physical damage. Street Magic actually lists this as a requirement when designing one.

I'm not finding this. SR4, pg. 197, the spell description says that the spell does Electricity Damage (pg. 154) which states electricity damage is stun damage with a secondary Body + Willpower test to resist temporary incapacitation. I suppose that the section on Damage Value earlier says that Spells either cause Physical or Stun damage and by default, you would take these types from the spell summary. But the specific overrides the general and Lighting Bolt is a Physical spell that does electrical (stun) damage.

If you're not finding it, try looking at the description of Lightning Bolt (197) where it says, "Damage: P". So yes, there is a contradiction. Interpret it as you wish, but the contradiction is there. Street Magic says all elemental combat spells do physical damage, SR4 says all electricity damage is stun. take your pick. Since the lightning bolt spell description specifically says it does physical damage, I'd say that takes precedence.

QUOTE (laughingowl)
Force is NOT suppsoed to make spells stronger. None of the other spells (outside of combat) get 'stronger' with force. The POTENTIAL to get stronger is with force, but the spell casting is what makes it stronger.


no, there are other exceptions where force influences spell strength directly. The three I can think of are Area spell radius, Detection spell range, and all sustained spells use Force to resist being dispelled.

You may argue that these aren't real "effects", but I think that depends completely on what effect the magician is looking for. Increased Reflexes is a perfect example of a spell you don't need to cast above a certain force, but is also something you really, really don't want to have dispelled.
knasser
QUOTE (2bit)
QUOTE (knasser @ Oct 25 2006, 03:23 AM)
QUOTE (2bit @ Oct 24 2006, 07:08 PM)
QUOTE (knasser @ Oct 24 2006, 02:26 PM)
They're listed as Physical type spells. Not quite the same thing.

read again, it's a physical spell that also does physical damage. All elemental combat spells are physical, and deal physical damage. Street Magic actually lists this as a requirement when designing one.

I'm not finding this. SR4, pg. 197, the spell description says that the spell does Electricity Damage (pg. 154) which states electricity damage is stun damage with a secondary Body + Willpower test to resist temporary incapacitation. I suppose that the section on Damage Value earlier says that Spells either cause Physical or Stun damage and by default, you would take these types from the spell summary. But the specific overrides the general and Lighting Bolt is a Physical spell that does electrical (stun) damage.

If you're not finding it, try looking at the description of Lightning Bolt (197) where it says, "Damage: P". So yes, there is a contradiction. Interpret it as you wish, but the contradiction is there. Street Magic says all elemental combat spells do physical damage, SR4 says all electricity damage is stun. take your pick. Since the lightning bolt spell description specifically says it does physical damage, I'd say that takes precedence.


And thus the circle is completed. wink.gif I refer you back to the part you quoted where I say it's listed as a physical type spell. I also don't really need the "have a look on pg. 197" as you'll see that's in my original quote too. I said that the specific overrides the general, and specifically, the spell description for Lightening Bolt says it does Electricity damage as detailed on pg. 154. I don't see any scope for confusion, here.

Shall we go round again? wink.gif
Eben McKay
Lightning Bolt
...Type: P . Range: LOS . Damage: P . Duration...

Yeah, he's right. The spell actually says physical damage.
kzt
QUOTE (knasser)
And thus the circle is completed. wink.gif

[snip]

Shall we go round again? wink.gif

And hence my orginal comment that it's unclear. . . . wobble.gif
knasser
QUOTE (Eben McKay)
Lightning Bolt
...Type: P . Range: LOS . Damage: P . Duration...

Yeah, he's right. The spell actually says physical damage.


Arg! I said this myself earlier. But it shouldn't cause anyone any confusion at all unless their totem happens to be Goldfish + 3 dice summoning spirits of water, Will (3) required when attempting to reach end of paragraph. wink.gif

QUOTE (SR4 @ pg.197)

Lightning Bolt (Indirect, Elemental)
Type: P • Range: LOS • Damage: P • Duration: I • DV: (F ÷ 2) + 3
Ball Lightning (Indirect, Elemental, Area)
Type: P • Range: LOS (A) • Damage: P • Duration: I • DV: (F ÷ 2) + 5
    These spells create and direct vicious strikes of electric-
ity that cause Electricity damage (p. 154). Lightning Bolt is a
single target spell. Ball Lightning is an area spell.


See? How can anyone be in any confusion over what sort of damage this spell does? It even gives you a page reference for the damage that it does! If you can't handle the case that specific statements will over ride general ones elsewhere then I'm surprised you even made it this far into the book.

Are you people deliberately winding me up?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012