Garrowolf
Oct 30 2006, 08:25 AM
If all players were great and no one abused the system then you would need only a hand full of rules and you could trust them to do the right thing.
The problem is that one of the most basic functions in a role playing game is resource management. You provide them with the points and the limits and this determines what kinds of characters they will create. If you want to run a game with a certain feel but the rules set doesn't make it even likely then you have to change the rules.
I think that usefull feedback is what he is looking for. Something that would bring the combat spells back in line with how he sees the setting work in HIS head. Everyone's game is going to be different and I apload anyone who recognizes this and makes it easier on themselves as GMs. The game mechanics are the medium for telling these stories and they should work based on how the GM's style works and not as a straight jacket.
I already threw in my two cents worth and I hope they will be useful to someone but I don't think that there is any point in berating someone for doing what they said in the topic title they were doing.
Be nice, be useful, or be silent.
Fortune
Oct 30 2006, 08:44 AM
QUOTE (Garrowolf @ Oct 30 2006, 07:25 PM) |
I think that usefull feedback is what he is looking for. |
Often the most useful kind of feedback is that which is in disagreement with the stated proposal.
Garrowolf
Oct 30 2006, 08:50 AM
Yes but we can disagree nicely and constructively.
toturi
Oct 30 2006, 09:13 AM
QUOTE (Garrowolf) |
Be nice, be useful, or be silent. |
I do not recall that in either the RAW or the Dumpshock UA. Therefore it is not canon. We do not need to disagree nicely and constructively.
Steak and Spirits
Oct 30 2006, 10:46 AM
I confess I didn't read through the thread in entirely prior to posting. So if this has already been proposed to the author of the thread, I will welcome the ridicule.
That said.
QUOTE |
Combat Spells: Base DV equals the total hits on the spellcasting test (capped by force of spell as always since this is the maximum hits you can have). Applied Damage equals: Base DV + Net hits. |
Could be changed to
QUOTE |
Combat Spells:
Base DV equals the force of the spell.
Applied Damage equals: Base DV*
*Successes on Spell Casting test are used to counter successes made by target's resistance test. Damage is not staged, and either effects target for Base DV, or is resisted with no effect. |
Mmmmm. Yum.
laughingowl
Oct 30 2006, 10:47 AM
QUOTE (Fortune) |
QUOTE (Garrowolf @ Oct 30 2006, 07:25 PM) | I think that usefull feedback is what he is looking for. |
Often the most useful kind of feedback is that which is in disagreement with the stated proposal. |
Fortune:
[ Spoiler ]
Rest assured my skin is tough enough, disagreement doesn't bother me in the least.
When you made calls on whats most likely going to cause people to die, somebody stating your wrong does hurt that bad at all.
The only real problem I have with at least some of the disagreement, is that most of it seems to be 'its a bad idea, dont gimp mages', which is fine as far as it goes, but almost every posters that has stated that demonstrates that they have not read in full my posts.
This thread was started since I wanted opions on what I felt was a tad problematic, WHEN abused and a possible solution I was playing with to limit the abuse.
Any disagreement, I have no problem with. Any reasons why it they are like I am thankful for. Posts saying 'Its a bad idea' when they very post makes it clear the person has read the idea, just waste bandwidth and make it harder for those who want to read it actually find the actual details.
Garrowulf:
[ Spoiler ]
I thank you for trying to be a voice of reason, and for you 'solution' to the possible problems. While not quite my style for the reasons stated (mainly hurts non-combat spell overcasting, where overcasting doesnt make them inherently more powerful), I do find it a a good basis for a system that obviously has been thought out.
To The others that have read the posts:
[ Spoiler ]
To the few that have shown support, if you use any of my ideas, or even base your own off them I am glad this thread has had some good use.
To those that have read the idea and contribute, either honest opions on the system (even if 'I dont like it'), or other suggestions on how they work around the problem., I thank you for your participation.
To those (even if odds are you arent reading this), that got put off by some of the 'hype' posts, I am sorry you missed out on what I hoped to be a useful discussion regardless of which camp you fell into.
I know consider this thread a closed thread, and will not particpate in it farther. If anyone has any question feel free to direct it via PM. I will still read this thread and if a direct question is asked will be glad to try to clarify, but at this point my reasons what have been made, the mechanics have been explained, there is little more for me to debate.
Peace
laughingowl
Oct 30 2006, 10:53 AM
One more since it came in while I was writting my last one.
Steak and Spirits:
QUOTE |
Combat Spells:
Base DV equals the force of the spell.
Applied Damage equals: Base DV*
*Successes on Spell Casting test are used to counter successes made by target's resistance test. Damage is not staged, and either effects target for Base DV, or is resisted with no effect.
|
Except that is exactly what I am trying to avoid/prevent.
1) All or nothing results.
2) 'Successes' being of limited to no use. The 'skill' of the casting should count for more (IMO) then the ability to survive a drain roll.
Fortune
Oct 30 2006, 10:54 AM
QUOTE (Steak and Spirits) |
QUOTE | Combat Spells:
Base DV equals the force of the spell.
Applied Damage equals: Base DV*
*Successes on Spell Casting test are used to counter successes made by target's resistance test. Damage is not staged, and either effects target for Base DV, or is resisted with no effect. |
|
My initial inclination was to discard this idea as unnecessarily gimping Direct Combat Spells.
Upon further thought though, it could be of use in those games where GMs want to encourage the inclusion of more Indirect Combat Spells in PC spell lists, which would indirectly (no pun intended) increase the difficullty of spellcasting, by making higher Drain spells more the norm.
Steak and Spirits
Oct 30 2006, 11:24 AM
Re: Laughing Owl - That's fair enough. My personal opinion is that given the near-average of 1 success per 3 dice rolled, it will be doubtful that any combat spells will be used over a force of 6, for any circumstance. I believe this alternate solution addresses the issue of the DV of spells becoming rediculous, without killing combat spells outright.
Re: Fortune - I was thinking something along the same lines. And really, I couldn't say that it -gimps- combat spells, given the usual comparative dice pools between caster and target.
Fortune
Oct 30 2006, 02:09 PM
I would. As one example, it places the whole mystical one-shot 'Sleep/Stunball/Knockout' effect out of reach of any but the most powerful, or those that really enjoy overcasting (and even then they'd have to be quite powerful Magically).
How would you work Direct Combat Spells that affect both animate and inanimate targets (like Powerbolt)? What about Direct Combat Spells that solely affect inanimate objects (like Wreck Gun)?
Steak and Spirits
Oct 30 2006, 03:27 PM
QUOTE |
I would. As one example, it places the whole mystical one-shot 'Sleep/Stunball/Knockout' effect out of reach of any but the most powerful, or those that really enjoy overcasting (and even then they'd have to be quite powerful Magically). |
*shrug* Roll two spells together into one casting? You have to remember that I'm not overly sympathetic to spellcasters to begin with.
QUOTE |
How would you work Direct Combat Spells that affect both animate and inanimate targets (like Powerbolt)? What about Direct Combat Spells that solely affect inanimate objects (like Wreck Gun)? |
Use a different spell, cast at a higher force, or work out specific rules for Inanimate objects.
Fortune
Oct 30 2006, 09:18 PM
So in other words, basically rewrite most of the Magic rules just to accomodate a change that could cause balance problems, and isn't really necessary in the first place. Ok.
Wakshaani
Oct 30 2006, 11:04 PM
Still think that bringing it in line with the other combat, and even indirect spells, is the way to go.
Combat Spells:
Attacker rolls Magic + Spellcasting. Defender rolls Reaction. For net hit, the damage is staged up by one.
Damage = The Spell's Force (+ Net hits)
Damage Resistance =
) Indirect Physical -- Target's Body + 1/2 Impact Armor
) Direct Physical -- Target's Body
) Indirect Stun -- Target's Willpower + 1/2 Impact Armor
) Direct Stun -- Target's Willpower
And you're done. Direct Combat Spells ignore armor, which is huge, but, don't have Elemental Effects. Indirect Combat Spells go against half impact, but DO have Elemental Effects.
Either way, the target gets to dodge, just like it was gunfire.
Overcasting can make targets into crispy critters in no time (Force 12 Powerbolt?! Mommy!), but, at least they get a chance to get the heck out of town, take cover, or otherwise not get hit.
Makes the combat system fall in line with everything else, so simple and streamline.
Fortune
Oct 30 2006, 11:16 PM
So the only real change you are suggesting is to add a Reaction test against Direct Combat Spells?
What is the rationale behind that addition from an in-game flavor (not balance or rules) perspective?
Wakshaani
Oct 30 2006, 11:26 PM
Big ol' Fireball comes at you.
You jump aside.
knasser
Oct 30 2006, 11:29 PM
I'm not wading in saying that you shouldn't do this (although it takes away from the variety of shadowrun - okay, I guess I am saying you shouldn't do this a bit), but I just wanted to comment on the fluff angle of this.
I think the reason that most magic doesn't allow a reaction test to dodge it is because fluff-wise, it tunes straight into your pattern / aura and zips in at astral speed. It's not something that you can get out of the way of. And even if you could, you would have to percieve it. You can see a flamethrower effect coming at you. Can a mundane see a powerball? How about mana spells? You can allow all this, but it's altered the fluff a bit and could throw up odd inconsistencies. Like if the target can see the spell heading for him, why can't the observer? He can? Okay - now spells are visible. And if your resistance is based on being able to jump out of the way, why isn't spell casting hampered by range like gunfire is? After all, I have more chance of dodging something that's coming at me from 1000m away than I do from 3m away. I expect there could be more unexpected consequences.
Fortune
Oct 30 2006, 11:32 PM
QUOTE (Wakshaani) |
Big ol' Fireball comes at you.
You jump aside. |
Great, but Fireball is an Indirect Combat Spell, and once again, I was refering to Direct Combat Spells.
knasser
Oct 30 2006, 11:32 PM
QUOTE (Fortune) |
QUOTE (Wakshaani @ Oct 31 2006, 10:26 AM) | Big ol' Fireball comes at you.
You jump aside. |
Great, but Fireball is an Indirect Combat Spell, and once again, I was refering to Direct Combat Spells.
|
Nyah Nyah!
Wakshaani
Oct 31 2006, 01:30 AM
QUOTE (Fortune) |
QUOTE (Wakshaani @ Oct 31 2006, 10:26 AM) | Big ol' Fireball comes at you.
You jump aside. |
Great, but Fireball is an Indirect Combat Spell, and once again, I was refering to Direct Combat Spells.
|
Note the comedy smiley at the end, you see.

In fluff the reasoning is simple enough ... after all, if you can dodge *bullets*, which are a weeeee bit faster than you can move and, in fact, something that no human being can see, dodging a spell should work the same way. Maybe you feel a tingle, the hairs on the back of your neck stand up, maybe you're just flat-out lucky ... whatever the reason was, you're not there when the spell goes off. After all, Aura-Seeking Magic Missiles can currently miss if you
believe really hard. (Hey, my Willpower says that no, your spell *can't* hurt me! Nyeah nyeah!) ... Letting them dodge makes at least as much sense, and makes for a prettier, more cinematic fight.
The damage resistance gets to be the "Grit your teeth and take it" phase.
Steak and Spirits
Oct 31 2006, 03:29 AM
QUOTE (Fortune) |
So in other words, basically rewrite most of the Magic rules just to accomodate a change that could cause balance problems, and isn't really necessary in the first place. Ok. |
So in other words, basically generalize a concept into something that sounds trite, and both exagerates, and marginalizes it at the same time...
...No.
Here, let me help you.
QUOTE |
Fortune Reply, Version 1.2:
So in other words, basically rewrite a small fraction of the Magic Rules just to accomodate a change that the author of this thread wanted addressed, and may be necessary in some games, depending on their playing style. Awesome. |
...Yes.
Fortune
Oct 31 2006, 03:53 AM
Funny, but I'll direct your attention to this line from the very first post in this thread ...
QUOTE (laughingowl) |
What do people think of this house rule |
Oh, and 'awesome' does not necessarily equate to 'ok'.
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