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Ryu
I never send my runners against an enemy team with three mages...
JBlades
QUOTE (GentlemanLoser)
What's the diference between ireball and Manaball?

If it misses him, it misses him?

How are you also automatically caught in the AoE?

Not automatically, but likely. With manaball, if the person resists it's over. With fireball, if the person dodges the direct hit, he will likely still be in the blast area, even if he takes cover, as it doesn't rely on line of site and is not a resist or die system.
toturi
QUOTE (Ryu)
I never send my runners against an enemy team with three mages...

How about 1 mage?

Even 1 is a pain, since 1 mage can mean 2 or more targets with counterspelling. And that is not counting the spells that interfere with your opponent's spellcasting.
DTFarstar
Have the mage cover his sec budies with counterspelling and a mana static spell and that is some pretty hefty protection.

Chris
toturi
QUOTE (DTFarstar)
Have the mage cover his sec budies with counterspelling and a mana static spell and that is some pretty hefty protection.

Chris

Have sec mage cover his buddies with his Magical Guard spirit and counterspelling and a Mana Static spell and if he is an old timer, the area around there may be already Aspected towards his magic.
Ryu
I´ll counter mana static with aspected mana static from the runner, say that magical guard is just counterspelling and therefore only a teamwork test, and freely admid that usually sec mages should have some aspected background going.

I have stopped my groups combat mage before, but in those situations elemental combat spells were not a convincing answer. He tried. He failed because given about zero expected net successes with the direct spell (hard to turn that into negatives), the target has now reaction+half armor to resist base spell damage. Ever considered a force 6 elemental AoE-spell? Thats 8 boxes of drain, and is unlikely to produce more than two boxes of damage given strong counterspelling. You are better off throwing mana balls and waiting for a bad roll on the defenders part, which ends combat.
toturi
QUOTE (Ryu)
I´ll counter mana static with aspected mana static from the runner, say that magical guard is just counterspelling and therefore only a teamwork test, and freely admid that usually sec mages should have some aspected background going.

I have stopped my groups combat mage before, but in those situations elemental combat spells were not a convincing answer. He tried. He failed because given about zero expected net successes with the direct spell (hard to turn that into negatives), the target has now reaction+half armor to resist base spell damage. Ever considered a force 6 elemental AoE-spell? Thats 8 boxes of drain, and is unlikely to produce more than two boxes of damage given strong counterspelling. You are better off throwing mana balls and waiting for a bad roll on the defenders part, which ends combat.

If you are allowing Aspected Mana Static as a spell, then sure, by all means.
Moon-Hawk
QUOTE (GentlemanLoser)
What's the diference between ireball and Manaball?

Awesome typo.

Ireball
(actually, that's more of an irebolt)
Tarantula
QUOTE (GentlemanLoser)
What's the diference between ireball and Manaball?

If it misses him, it misses him?

How are you also automatically caught in the AoE?

The difference is, given the same force (the example was 5) and same successes (5 again) then you are far better off with the direct over the indirect. The example fortune made for you was flamthrower vs manabolt.

Now, to use the same example with fireball and manaball.

For example, JoeBob casts a Force 5 Fireball spell at QuikRik as well as his buddy Spazz and gets 7 hits on his spellcasting test (but only 5 will count as he is limited to a maximum number of total hits equal to the spell's Force). QuikRik trips up and only scores 3 hits on his reaction test while Spazz gets a mighty 6, so the spell actually hits QuikRik, who then gets to resist with his Body of 4 plus half of his Lined Coat, so 6 dice. Spazz avoided the spell entirely and takes no damage. At present the spell is going to do 7P to Rik (Force 5 +2 net successes to hit), but each success that QuikRik now makes will reduce the damage. Let's say he gets another 3 hits, and reduces the damage down to 4P.

Same example, but using Manaball. QuikRik gets no Reaction test, and only gets his Willpower to resist JoeBob's 5 hits. If QuikRik actually gets 5 hits on his resistance test, the spell does not work at all, even though it would do 6P damage if he only got 4 hits on his resistance test. The damage does not need to be reduced all the way, because the spell fizzles way before that could happen.

Now, the only bonus for fireball, is that if there was a 3rd person who JoeBob could not see within that 5 meter sphere, then the fireball spell would affect them as well, which can make high force AOE elemental spells useful for nuking people hiding around corners.

(Of course, the drain on that force 5 fireball is 8S, so its not exactly easy to resist either.)
GentlemanLoser
QUOTE (Moon-Hawk)
QUOTE (GentlemanLoser @ Dec 9 2007, 05:51 PM)
What's the diference between ireball and Manaball?

Awesome typo.

Ireball
(actually, that's more of an irebolt)

My shift button hates me. wink.gif

QUOTE
Same example, but using Manaball. QuikRik gets no Reaction test, and only gets his Willpower to resist JoeBob's 5 hits. If QuikRik actually gets 5 hits on his resistance test, the spell does not work at all


Just the same as if he got 5 sucesses on the ID reaction test. The Manaball doesn't fizzle there and then, it can still (possibly) hit Spazz, as Area spells are targetted at the central point ofthe AoE and not a specific target.

QUOTE
Now, the only bonus for fireball, is that if there was a 3rd person who JoeBob could not see within that 5 meter sphere, then the fireball spell would affect them as well, which can make high force AOE elemental spells useful for nuking people hiding around corners.


The same for the Manaball. As it hits everyone inside the AoE, not just targets the Mage can see.
Eryk the Red
No, direct spells can only affect targets that are seen. That's the rule for any area spell. Indirect area spells are an exception (though this was unclear till the errata/faq).
DTFarstar
The way we play it with indirect spells and grenades and rockets and such is that it is spellcasting test vs. Reaction. The net hits there - in EITHER DIRECTION - determine the damage value for calculating vs. armor to determine stun or physical and then you have a body + other applicable modifiers to soak all the damage. So if you are in the blast area of an indirect spell or grenade or whatnot then your reaction test only gets you fully out of the way if your hits on the reaction test are equal to or greater than the original damage value + the attackers hits.

So, in the example with the way we play it, QuikRik would have to soak 7P with body+half impact+ fire resist if he has it, and Spazz would soak 4P with the his body+half impact+ fire resist.

That is what we take the "it has to soaked all the way down" phrase to mean and it actually makes indirect spells worth their money and makes grenades and rockets as lethal as we feel they should be.

Chris
Tarantula
Thats good for you DTF, but that isn't how RAW rules it.

This again showcases why typically direct combat spells are better against capable opponents.

Indirect: Sammy gets reaction roll to avoid all together, and body + half armor (usually) (+counterspelling) to soak, with damage under armor going to stun instead of physical.

Direct Sammy gets willpower (+counterspelling) to resist, and otherwise sucks the damage.
Fortune
QUOTE (Tarantula)
Thats good for you DTF, but that isn't how RAW rules it.

Out of curiousity, what do you envision to be the correct canon method?
Tarantula
QUOTE (Fortune @ Dec 10 2007, 02:59 PM)
QUOTE (Tarantula @ Dec 11 2007, 06:55 AM)
Thats good for you DTF, but that isn't how RAW rules it.

Out of curiousity, what do you envision to be the correct canon method?

JoeBob casts force 5 fireball. Spazz rolls reaction and gets 6 hits. Spazz takes no damage.

QuikRik gets 4 hits, fireball hits with 1 net success, QuikRik then gets body + 1/2 armor + counterspelling to resist the 6P dmg. If his armor is 6+ then the damage is stun.
GentlemanLoser
QUOTE (Eryk the Red)
No, direct spells can only affect targets that are seen. That's the rule for any area spell. Indirect area spells are an exception (though this was unclear till the errata/faq).

Can you point me out to where this is explained?
Kyoto Kid
QUOTE (Synner)
In my experience of typical SR combat situations (ambushes and sniping aside), I find it much more common that magicians lose 4-8 dice from their spellcasting dice pool to visibility and cover modifiers. That kind of thing will change your basic probabilities significantly.

...interesting, I was led to believe a mage only needed to see part of the target for to hit her without any penalties. That means the Short One (#69) would have not have gone down from that manabolt the troll mage shot at her as his casting DP should have been reduced because she was only poking her head & shoulders out of the sunroof of the car (partial cover).
Fortune
QUOTE (Tarantula)
If his armor is 6+ then the damage is stun.

An actual Rating of 6+ or 12+, being that the Armor Rating is treated as being half value in regards to this type of thing?
Tarantula
QUOTE (Fortune @ Dec 10 2007, 03:15 PM)
QUOTE (Tarantula @ Dec 11 2007, 07:02 AM)
If his armor is 6+ then the damage is stun.

An actual Rating of 6+ or 12+, being that the Armor Rating is treated as being half value in regards to this type of thing?

An effective armor of 6+. That means if the effect halves armor, then it would have to have been 12+ to start with.

Or, for the fireball example, they could just have fire resistance rating 6 on their armor, (granting them 6 + half the regular value)
kzt
QUOTE (DTFarstar)
The way we play it with indirect spells and grenades and rockets and such is that it is spellcasting test vs. Reaction.

With RAW the writers appear to assume that an airburst grenade or fireball that misses does nothing to anyone or anything. This is nonsensical, and I don't follow rules that produce results that make no sense. The fact that the grenade missed your head and instead went off when it hit the reinforced concrete wall two feet behind you doesn't mean that you are going to be uninjured.
Tarantula
Its not so much that the grenade missed hitting the person (as then they should take damage from the grenade as if the person had thrown a rock). The test is of your skill (thrown, heavy, spellcasting) vs their ability to avoid being in the area of effect. A successful reaction test means that they were outside of the affected area. Whether that means your grenade went a little high, or they pulled a table over to block the blast, or that your fireball was cast so that it affected only half a meter over the floor, and they dropped prone.
crash2029
Wow I never figured I would be starting one of those back and forth "beating a dead horse" threads. Though I do appreciate all the input after reading all these arguments I still find the area a bit vague. It would be really nice to hear an official word on this.

Also, when avoiding an indirect area combat spell, would you not apply modifiers to the reaction test as per avoiding grenades/missiles ie -2? P. 151 SR4

Anyways thank all of you for your input and have fun flogging the horse!
Fortune
QUOTE (crash2029)
... have fun flogging the horse!

We always do! wink.gif biggrin.gif
kzt
QUOTE (Tarantula)
A successful reaction test means that they were outside of the affected area. Whether that means your grenade went a little high, or they pulled a table over to block the blast, or that your fireball was cast so that it affected only half a meter over the floor, and they dropped prone.

So I fire off a force 8 fireball down a corridor into a room that is 20 feet on a side. The fireball is about 52 feet in diameter. The entire room is more than filled with flame. Can you explain how, in terms of the what the character does, this "outside of the affected area" works in this situation?
DTFarstar
Thanks for pointing that out Tarantula, but there was a reason I prefaced my previous statement with the phrase "The way we play it".

Anyway, I find the way SR4 handles grenades/rockets/Indirect spells ridiculous. You already have a system for scatter and reaction tests don't move the person. I know, I know, Shadowrun is an abstract system, but I also find it ludicrous that reaction tests give you extra movement at no negatives. I let people take a full defense and spend the next IPs movement to dive behind cover if it is available, but otherwise you stage it all down because that seems logical to me. You guys may not agree, and I know it would take a very liberal reading of the books to get anywhere close to this, but that's why it's a house rule.

I don't know how many of you have been in an explosion- mind you I haven't really been in anything that would have been lethal without a lot of bad luck, certainly not grenades or anything of the sort so my experience may not apply, but otherwise they happen insanely fast and they really do fill up an area, you can tuck in the protect vital surfaces(hands, face, eyes, armpits, groin), but you still get burned some it is just a significant amount less dangerous as a result of your quick reaction to the situation. I mean obviously if you have time to run out of the effective blast radius(in my experience just a couple of feet and I chose to tuck instead of run. I might have made it, might have not but because I curled up I got some superficial burns on my ankles, and the outside of my arms and alot of burned hair.

Anyway, just saying I have some, what I believe to be anyway, sound reasoning behind the way I run things and it works for us and removes a lot of the discrepancy between ID and D spells. Also makes grenades and rockets actually decently lethal without having to have someone specialize in firing them. Which I also believe is realistic. No experience with those though.

Chris
Apathy
QUOTE (kzt @ Dec 10 2007, 08:21 PM)
QUOTE (Tarantula @ Dec 10 2007, 02:45 PM)
A successful reaction test means that they were outside of the affected area.  Whether that means your grenade went a little high, or they pulled a table over to block the blast, or that your fireball was cast so that it affected only half a meter over the floor, and they dropped prone.

So I fire off a force 8 fireball down a corridor into a room that is 20 feet on a side. The fireball is about 52 feet in diameter. The entire room is more than filled with flame. Can you explain how, in terms of the what the character does, this "outside of the affected area" works in this situation?

I would think this all depends on how you visualize the effect of the spell. I don't think anything explicitely says that these spells instantaneously fill ever square centimeter with damage. The kill range of hand grenades (defined my military as >50% chance of lethal injury) was around 50' I think (this is just off memory, so please somebody correct me if I'm off). But RL people still often got lucky and escaped injury if the hit the dirt and/or found something to hide behind.

If ID AOE spells work kind of like fireworks, or grenades, where a finite amount of the deadly stuff travels out from a central explosion point, then you very well could 'dodge' the AoE while still being inside the radius of the effect.
hyzmarca
Actually, with a grenade defender dodge successes increase the attacker's scatter, which I suppose represents the defender making a silly face at precisely the right instant, causing the attacker to laugh and throwing off his aim.
The actual grenade explosion can't be dodged, and only the target of the grenade attack can use dodge to increase scatter. 0 Net hits on a grenade throwing test means maximum scatter, but people in the blast radius are still going to die. And you can negate the ability of targets to dodge altogether by simply targeting the ground near them, though it is recommended that GMs not allow this. The same is true with rockets and guided missiles.

If one were to treat area elemental attacks like area physical attacks, then one should probably use scatter rules to move the epicenter of the attack while making it impossible for those caught in its radius to dodge.



Tarantula
QUOTE (DTFarstar @ Dec 10 2007, 07:28 PM)
in my experience just a couple of feet and I chose to tuck instead of run. I might have made it, might have not but because I curled up I got some superficial burns on my ankles, and the outside of my arms and alot of burned hair

Which could be an example of a successful reaction test. Superficial burns probably aren't even worth one box of damage, and burnt hair definitely isn't. But, you can always do superficial damage to runners for a successful reaction test (such as burnt hair, and such).

Hyz: An example would be, a thrown regular frag grenade (1d6 base scatter). Defender beats attacker on the opposed test, so they take 1d6 in scatter. Lets assume 3 meters of that. Great. Now it lands. Now the defender has until the attackers next IP to move, hide, move the grenade, etc before the grenade goes off. Assuming he's smart, and runs, he only needs to get a total of 11m (8m from where he is) from the grenade to avoid all damage entirely. Since base speed on even a dwarf is 20m, this is easily accomplished.

QUOTE (hyzmarca)
If one were to treat area elemental attacks like area physical attacks, then one should probably use scatter rules to move the epicenter of the attack while making it impossible for those caught in its radius to dodge.

If you felt like doing that, sure, but I've never pictured fireball simply causing a Force meter sphere to suddenly be fire, and then not. I've always seen it as a ball of fire, shooting from the mage, hitting the targetted area, and then exploding to be that force meter sphere.
DTFarstar
I would easily consider the damage I took to be at least 3S, when I said superficial damage, I was categorizing the burns. Superficial burns are first or light second degree burns. They would definitely be damage of some type as they hinder the hell out of you when doing other things. I would say I reacted successfully and staged a 6 or 7P wound down to 3S or so. If I had not tucked up I would have exposed eyes and especially lungs to the flame which could have easily been lethal especially if I was breathing in.


Anyway, I feel like a jackass trying to state a real life situation in SR terms, I'll just say I have real life experience behind playing explosions the way I do and leave it at that. YMMV, as it stands I agree that with the exception of trying to hit people you cannot see D spells ALWAYS beat ID spells. That said I would imagine we would all also agree that grenades beat ID spells and guns largely beat D spells because they don't have drain associated with them. Magic should do what it does, and in the damage department that is largely ineffective as far as comparisons to other forms of magic and guns go, especially if the opposition has a mage.

Chris
DTFarstar
Also, would like to say when talking about grenades and explosions I was referring to airburst linked ones so that there was no time in between throw/fire and explosion for the person to legally run.

Chris
SCARed
QUOTE (Kyoto Kid)
QUOTE (Synner)
In my experience of typical SR combat situations (ambushes and sniping aside), I find it much more common that magicians lose 4-8 dice from their spellcasting dice pool to visibility and cover modifiers. That kind of thing will change your basic probabilities significantly.

...interesting, I was led to believe a mage only needed to see part of the target for to hit her without any penalties. That means the Short One (#69) would have not have gone down from that manabolt the troll mage shot at her as his casting DP should have been reduced because she was only poking her head & shoulders out of the sunroof of the car (partial cover).

i always thought that, too. we played it that way: mage has to make a perception test (if the situation is lousy - i.e. dark, foggy or so). if he can see "something" of the targets aura, the direct combat spell can normally work.

for IDCS it's plain told in the BBB, that one has to cast them like firing a ranged weapon, just use MAG+spellcasting (plus modifiers). and mods from cover, sight and such are surely used.

the main advantage of IDCS is the fact, that one can toast targets behind cover. and that a fireball spell will make those gangers piss of. in terror and fear of the burns.

sure, it makes no difference if you're killed, but a nasty elemental effect is a thing, every opponent will consider for sure.

sidenote: as a GM i wouldn't allow elemental effects for direct spells. they're pure magic. there isn't created anything plain physical that would be able to cause the elemental effect, IMHO. IDCS are different. you create an actual ball of fire in your hand and "throw" it at the target (with magic). there it explodes like a grenade.
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