QUOTE (Paul @ Jan 9 2012, 01:06 AM)
Okay so break it down for me, oh legions of DSF, if a Mage casts a area effect spell on multiple targets how exactly does this work, from start to finish: In example Fred the Bear Shaman casts a force 6 Stun Ball spell (Fred has a rating 6 magic attribute, and a spell casting skill of rating 5.) on a an approaching group of corporate goons (They each have a Will power rating of 4; and they number 9-and have no spell defense dice allocated to them.) From casting to drain how does this work, step by step.
I have a reason for asking for it this way, and I want to see what other people say before I reveal it.
Mage decides centre of area of effect.
Mage decides on radius - default is Force, expanded or reduced by 1 metre per die sacrificed from spellcasting dice pool
GM determines how many are within the radius
Mage rolls spellcasting dice pool
Targets each roll Willpower
Each target's roll is individually compared to mage's roll - if mage has net hits target is hurt
Hurt targets take 1 box of stun damage per point of Force plus any net hits added by the caster
This last step is tricky in that RAW does not forbid the caster from adding more net hits to the damage taken by one target than by another, but that would give IMO an unreasonable degree of control over what is essentially a mana grenade. I would play it that before any resistance rolls are made the caster must specify how many net hits will be used to increase the damage, limited by the resistance hits of course.
Now rolling nine separate resistance rolls is a bit of a faff but that is RAW. The disadvantage of making just one roll for all of them is that you get no variation - either all nine will still be standing or none will.