QUOTE (Shinobi Killfist @ Mar 14 2009, 08:32 PM)
I actually like the change to direct damage spells. But, if the reason it was done was to solve overcasting it was poorly implemented. Does this stop overcasting in any way, not really was overcasting only a issue with direct combat spells nope.
Now if the reason for change was they wanted to balance them a bit more with indirect spells and add some interesting flavor. Well then, it's a total success in my book.
Is it so?
Than why nerfing direct combat spells instead of making indirect combat spells easier to use?
Two little changes that could improve their usability are getting rid of the +1 drain modifier of the physical spells and reducing from +2 to +1 the modifier of elemental effects, now lightening bolt has a drain force/2 +1 instead of force /2 +3.
Than in my opinion they should rework the whole spellcasting dividing it in two parts: spellwaving and spellslinging.
The spellwaving is a Magic + Spellcasting + Force test, the number of hits on this test determines the base damage of the spell and is capped by the spell's force; in order to be succesfull the spelcaster must score at least a single hit (otherwise the spell simply fails to do anything), reguardless the outcome of the spellwaving the caster must resist the drain of the spell immidiatly after completing the test, if he/she/it is knocked unconscious by the drain the spell fades away.
The spellslinging thest varies betwen direct and indirect combat spells:
The direct combat spells is handled as a Spelcasting + Drain Attribute test opposed by a Willpower + Intuition + Counterspelling (if any, more on counterspelling later) test, if succesfull the spell manages to lock on the target and said target has to resist the damage with a Willpower + Magic Resistance (if any) + Counterspelling (if any, more on counterspelling later) test if the spell is mana based, or Body + Magic Resistance (if any) + Counterspelling (if any, more on counterspelling later) test if the spell is physical, if not successfull the caster can chose to let the spell fade or holding it for a later attempt of spellslinging using rules for witholding spells (see below); the direct combat spells require line of sight (unless they have touch range) and the caster can chose which targets affect (or at least try to affect) and which ones leaves unaffected (area of effect), can be used trought optical devices and are affected by visibility modifiers but not by range.
The indirect combat spells are handled as a normal ranged attack using a Spelcasting + Drain Attribute test opposed by a Reaction + Dodge test (the target can use full defence as per ranged combat rules), on a succesfull attack the target must resist the damage With a Body + Armor (modified by the spell's elemental type) test (if the Spell's base damage plus the net hits on the spellslinging test is lower than the modified armor rating the damage becomes stun); the indirect combat spells require line of action betwen the caster and the target, they can be blindfired but not used for indirect firing as they are unaffected by gravity, they are affected by all the ranged combat modifier and have their own ranges categories, the caster can chose to use single target indirect spell to saturate an area using the suppressive fire rules, the chois must be taken at the time the spellwaving is made and imposes a +2 drain modifier, ranged area of effect spells use granades rules but aren't affected by scatter and their damage is costant trought all the space affected.
While the spellwaving test (nad relative drain resistance test) and spellslinging test can be executed in a single complex action, however the caster has the option of withholding the spell for later slinging, doing so causes the spellwaving test to take a simple action, witholding a spell causes a -2 dp penality to the actions undertaken by the caster unless a sustaining focus (combat spells) having equal or greater force than the spell's base damage is used, if the the spell's base damage is greater than the caster's magic attribute the caster suffers a sustaining penality increased by the difference and has to resist (base spell's damage - caster's magic)S points of drain each turn (the drain resistance test is made immidiatly before he takes the first action of the turn starting with the turn immediatly after the spellwaving test), slining a withheld spell takes a simple action.
Indirect Comabt Spell Ranges
Short: from 0m to (Force * 100)m
Medium: from ((Force * 100) + 1)m to (Force * 200)m
Long: from ((Force * 200) + 1)m to (Force * 300)m
Extreme: from ((Force * 300) + 1)m to (Force * 400)m
Counterspelling: counterspelling can be used for different porpouses, breaking enchantments, protecting from spells, messing with opponent's magical actions, etc., the uses of particular interest for this discussion are the following:
Defence from direct combat spells:
Counterspelling can be used to protect a subject in two ways: by making harder for the spell to lock on the target or by actively trying to suppress the effect of the spell. In the first instance the counterspeller adds his/hers/its counterspelling skill rating to the Willpower + Intuition test made by the target (for objects roll the ounterspelling dices and add the hits to the Object Resistance to determine the test's treshold) to prevent the spell from locking on, in the second the counterspeller adds Counterspelling + Magic dices to the damage resistance test made by the target. If multiple counterspelling are applied to the same test only the best applies, however two magicians can protect the same target by providing dices to the different tests (one to the "dodge"test and the other to the damage resistance test), or one of them could chose to help the other making a Counerspelling + Magic test using teamwork tests rules.
Messing with other casters:
A magician can attempt to interfere with the magical activity of another magician by making a Counterspelling + Magic test opposed by a Willpower + Magic test from the target, if the counterspeller wins the opposed test the net hits scored are imposed as a dice pool penality on the magical activity that the target is undertaking, with the GM approval a penality equal or greater the target's willpower can cause him/her/it to automaticaly fail what was trying to do; messing with other caster magical activities consumes a free action and can be attempted anytime in the action phase as long as the character free action hasn't been already spent. Multiple simultaneous attempt of messing won't stack but teamwork tests rules can be used.
I had forgotten to mention effect of combat spells on objects:
Objects are immune from mana based spells so physical spells must be used, if using a direct combat spell the caster must make a Spelcasting + Drain Attribute success test with a treshold equal to the Object Resistance plus the eventual hits on a spell defence attempt (see above) rolled separately, if the test is succesfull the object must resist the damage with Stucture Rating (damaged objects will have harder time to resist damage) + Counterspelling (if any, see above); if an indirect combat spell is used the caster must make the usual ranged attack and if successfull the target must resist the damage with a Structure Rating (again damage reduces this rating) + Barrier Rating test. If for any reason the spell deals stun damage (for example the modified damage is lower than the modified barrier rating) it must deal a number of boxes of damage (after the resistance test) greater than the object's structure rating so that some of them overflowes in physical damage and are actualy dealt as objects are not subject to stun.
Vehicles/Drones: in order to target a vehicle/drone direct combat spells the caster must make a success test against the vehicle's OR as per objects rules, the vehicle/drone resist the damage with Body + Counterspelling (if any, see above), if instead of using direct combat spells indirect combat spells are chosen the usual ranged attack test is made and on a successfull hit the vehicle/drone resists with the damage with a Body + Armor test, object rules apply to the stun damage inflicted to vehicle/drone and the damage must overflow the vehicle's/drone's condition monitor in order to be dealt.
Called Shots: the caster can target single parts of complex objects (for example tires or weapons emplacements) using both direct and indirect spells, the direct ones require only the line of sight (yet GM should take care of applying all the opportune modifiers) while the indirect ones require the caster to make a called shot that impose a dp penality that varies from -1 to -4 (GG's chois); what the indirect combat spells can do that direct spells can't is using called shots rules to bypass armor (direct combat spells have no need of this) and for increasing the damage.
Well, better to quit it here.
Now chummers, what do you think about this?